uniform vec3 u_cylinderLocalToShapeUvScale; // x = radius scale, y = angle scale, z = height scale uniform float u_cylinderShapeUvAngleRangeOrigin; uniform mat3 u_cylinderEcToRadialTangentUp; uniform ivec4 u_cameraTileCoordinates; uniform vec3 u_cameraTileUv; uniform vec3 u_cameraShapePosition; // (radial distance, angle, height) of camera in shape space mat3 convertLocalToShapeSpaceDerivative(in vec3 position) { vec3 radial = normalize(vec3(position.xy, 0.0)); vec3 z = vec3(0.0, 0.0, 1.0); vec3 east = normalize(vec3(-position.y, position.x, 0.0)); return mat3(radial, east / length(position.xy), z); } vec3 scaleShapeUvToShapeSpace(in vec3 shapeUv) { float radius = shapeUv.x / u_cylinderLocalToShapeUvScale.x; float angle = shapeUv.y * czm_twoPi / u_cylinderLocalToShapeUvScale.y; float height = shapeUv.z / u_cylinderLocalToShapeUvScale.z; return vec3(radius, angle, height); } /** * Computes the change in polar coordinates given a change in position. * @param {vec2} dPosition The change in position in Cartesian coordinates. * @param {float} cameraRadialDistance The radial distance of the camera from the origin. * @return {vec2} The change in polar coordinates (radial distance, angle). */ vec2 computePolarChange(in vec2 dPosition, in float cameraRadialDistance) { float dAngle = atan(dPosition.y, cameraRadialDistance + dPosition.x); // Find the direction of the radial axis at the output angle, in Cartesian coordinates vec2 outputRadialAxis = vec2(cos(dAngle), sin(dAngle)); float sinHalfAngle = sin(dAngle / 2.0); float versine = 2.0 * sinHalfAngle * sinHalfAngle; float dRadial = dot(dPosition, outputRadialAxis) - cameraRadialDistance * versine; return vec2(dRadial, dAngle); } vec3 convertEcToDeltaShape(in vec3 positionEC) { // 1. Rotate to radial, tangent, and up coordinates vec3 rtu = u_cylinderEcToRadialTangentUp * positionEC; // 2. Compute change in angular and radial coordinates. vec2 dPolar = computePolarChange(rtu.xy, u_cameraShapePosition.x); return vec3(dPolar.xy, rtu.z); } vec3 convertEcToDeltaTile(in vec3 positionEC) { vec3 deltaShape = convertEcToDeltaShape(positionEC); // Convert to tileset coordinates in [0, 1] float dx = u_cylinderLocalToShapeUvScale.x * deltaShape.x; float dy = deltaShape.y / czm_twoPi; #if defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE) // Wrap to ensure dy is not crossing through the unoccupied angle range, where // angle to tile coordinate conversions would be more complicated float cameraUvAngle = (u_cameraShapePosition.y + czm_pi) / czm_twoPi; float cameraUvAngleShift = fract(cameraUvAngle - u_cylinderShapeUvAngleRangeOrigin); float rawOutputUvAngle = cameraUvAngleShift + dy; float rotation = floor(rawOutputUvAngle); dy -= rotation; #endif dy *= u_cylinderLocalToShapeUvScale.y; float dz = u_cylinderLocalToShapeUvScale.z * deltaShape.z; // Convert to tile coordinate changes return vec3(dx, dy, dz) * float(1 << u_cameraTileCoordinates.w); } TileAndUvCoordinate getTileAndUvCoordinate(in vec3 positionEC) { vec3 deltaTileCoordinate = convertEcToDeltaTile(positionEC); vec3 tileUvSum = u_cameraTileUv + deltaTileCoordinate; ivec3 tileCoordinate = u_cameraTileCoordinates.xyz + ivec3(floor(tileUvSum)); int maxTileCoordinate = (1 << u_cameraTileCoordinates.w) - 1; tileCoordinate.x = min(max(0, tileCoordinate.x), maxTileCoordinate); tileCoordinate.z = min(max(0, tileCoordinate.z), maxTileCoordinate); #if (!defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)) ivec3 tileCoordinateChange = tileCoordinate - u_cameraTileCoordinates.xyz; if (tileCoordinate.y < 0) { tileCoordinate.y += (maxTileCoordinate + 1); } else if (tileCoordinate.y > maxTileCoordinate) { tileCoordinate.y -= (maxTileCoordinate + 1); } #else tileCoordinate.y = min(max(0, tileCoordinate.y), maxTileCoordinate); ivec3 tileCoordinateChange = tileCoordinate - u_cameraTileCoordinates.xyz; #endif vec3 tileUv = tileUvSum - vec3(tileCoordinateChange); tileUv.x = clamp(tileUv.x, 0.0, 1.0); #if (!defined(CYLINDER_HAS_SHAPE_BOUNDS_ANGLE)) // If there is only one tile spanning 2*PI angle, the coordinate wraps around tileUv.y = (u_cameraTileCoordinates.w == 0) ? fract(tileUv.y) : clamp(tileUv.y, 0.0, 1.0); #else tileUv.y = clamp(tileUv.y, 0.0, 1.0); #endif tileUv.z = clamp(tileUv.z, 0.0, 1.0); return TileAndUvCoordinate(ivec4(tileCoordinate, u_cameraTileCoordinates.w), tileUv); }