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2026-08-11 09:53:42 -04:00

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GLSL

/* Ellipsoid defines (set in Scene/VoxelEllipsoidShape.js)
#define ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE
#define ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE
*/
uniform vec3 u_cameraPositionCartographic; // (longitude, latitude, height) in radians and meters
uniform vec2 u_ellipsoidCurvatureAtLatitude;
uniform mat3 u_ellipsoidEcToEastNorthUp;
uniform vec3 u_ellipsoidRadii;
uniform vec2 u_evoluteScale; // (radii.x ^ 2 - radii.z ^ 2) * vec2(1.0, -1.0) / radii;
uniform vec3 u_ellipsoidInverseRadiiSquared;
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE)
uniform float u_ellipsoidShapeUvLongitudeRangeOrigin;
#endif
uniform vec3 u_ellipsoidLocalToShapeUvScale; // x = longitude scale, y = latitude scale, z = height scale
uniform ivec4 u_cameraTileCoordinates;
uniform vec3 u_cameraTileUv;
// robust iterative solution without trig functions
// https://github.com/0xfaded/ellipse_demo/issues/1
// https://stackoverflow.com/questions/22959698/distance-from-given-point-to-given-ellipse
// Extended to return radius of curvature along with the point
vec3 nearestPointAndRadiusOnEllipse(vec2 pos, vec2 radii) {
vec2 p = abs(pos);
vec2 inverseRadii = 1.0 / radii;
// We describe the ellipse parametrically: v = radii * vec2(cos(t), sin(t))
// but store the cos and sin of t in a vec2 for efficiency.
// Initial guess: t = pi/4
vec2 tTrigs = vec2(0.7071067811865476);
// Initial guess of point on ellipsoid
vec2 v = radii * tTrigs;
// Center of curvature of the ellipse at v
vec2 evolute = u_evoluteScale * tTrigs * tTrigs * tTrigs;
const int iterations = 3;
for (int i = 0; i < iterations; ++i) {
// Find the (approximate) intersection of p - evolute with the ellipsoid.
vec2 q = normalize(p - evolute) * length(v - evolute);
// Update the estimate of t.
tTrigs = (q + evolute) * inverseRadii;
tTrigs = normalize(clamp(tTrigs, 0.0, 1.0));
v = radii * tTrigs;
evolute = u_evoluteScale * tTrigs * tTrigs * tTrigs;
}
return vec3(v * sign(pos), length(v - evolute));
}
mat3 convertLocalToShapeSpaceDerivative(in vec3 position) {
vec3 east = normalize(vec3(-position.y, position.x, 0.0));
// Convert the 3D position to a 2D position relative to the ellipse (radii.x, radii.z)
// (assume radii.y == radii.x) and find the nearest point on the ellipse and its normal
float distanceFromZAxis = length(position.xy);
vec2 posEllipse = vec2(distanceFromZAxis, position.z);
vec3 surfacePointAndRadius = nearestPointAndRadiusOnEllipse(posEllipse, u_ellipsoidRadii.xz);
vec2 surfacePoint = surfacePointAndRadius.xy;
vec2 normal2d = normalize(surfacePoint * u_ellipsoidInverseRadiiSquared.xz);
vec3 north = vec3(-normal2d.y * normalize(position.xy), abs(normal2d.x));
float heightSign = length(posEllipse) < length(surfacePoint) ? -1.0 : 1.0;
float height = heightSign * length(posEllipse - surfacePoint);
vec3 up = normalize(cross(east, north));
return mat3(east / distanceFromZAxis, north / (surfacePointAndRadius.z + height), up);
}
vec3 scaleShapeUvToShapeSpace(in vec3 shapeUv) {
// Convert from [0, 1] to radians [-pi, pi]
float longitude = shapeUv.x * czm_twoPi;
#if defined (ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE)
longitude /= u_ellipsoidLocalToShapeUvScale.x;
#endif
// Convert from [0, 1] to radians [-pi/2, pi/2]
float latitude = shapeUv.y * czm_pi;
#if defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE)
latitude /= u_ellipsoidLocalToShapeUvScale.y;
#endif
float height = shapeUv.z / u_ellipsoidLocalToShapeUvScale.z;
return vec3(longitude, latitude, height);
}
vec3 convertEcToDeltaShape(in vec3 positionEC) {
vec3 enu = u_ellipsoidEcToEastNorthUp * positionEC;
// 1. Compute the change in longitude from the camera to the ENU point
// First project the camera and ENU positions to the equatorial XY plane,
// positioning the camera on the +x axis, so that enu.x projects along the +y axis
float cosLatitude = cos(u_cameraPositionCartographic.y);
float sinLatitude = sin(u_cameraPositionCartographic.y);
float primeVerticalRadius = 1.0 / u_ellipsoidCurvatureAtLatitude.x;
vec2 cameraXY = vec2((primeVerticalRadius + u_cameraPositionCartographic.z) * cosLatitude, 0.0);
// Note precision loss in positionXY.x if length(enu) << length(cameraXY)
vec2 positionXY = cameraXY + vec2(-enu.y * sinLatitude + enu.z * cosLatitude, enu.x);
float dLongitude = atan(positionXY.y, positionXY.x);
// 2. Find the longitude component of positionXY, by rotating about Z until the y component is zero.
// Use the versine to compute the change in x directly from the change in angle:
// versine(angle) = 2 * sin^2(angle/2)
float sinHalfLongitude = sin(dLongitude / 2.0);
float dx = length(positionXY) * 2.0 * sinHalfLongitude * sinHalfLongitude;
// Rotate longitude component back to ENU North and Up, and remove from enu
enu += vec3(-enu.x, -dx * sinLatitude, dx * cosLatitude);
// 3. Compute the change in latitude from the camera to the ENU point.
// First project the camera and ENU positions to the meridional ZX plane,
// positioning the camera on the +Z axis, so that enu.y maps to the +X axis.
float meridionalRadius = 1.0 / u_ellipsoidCurvatureAtLatitude.y;
vec2 cameraZX = vec2(meridionalRadius + u_cameraPositionCartographic.z, 0.0);
vec2 positionZX = cameraZX + vec2(enu.z, enu.y);
float dLatitude = atan(positionZX.y, positionZX.x);
// 4. Compute the change in height above the ellipsoid
// Find the change in enu.z associated with rotating the point to the latitude of the camera
float sinHalfLatitude = sin(dLatitude / 2.0);
float dz = length(positionZX) * 2.0 * sinHalfLatitude * sinHalfLatitude;
// The remaining change in enu.z is the change in height above the ellipsoid
float dHeight = enu.z + dz;
return vec3(dLongitude, dLatitude, dHeight);
}
vec3 convertEcToDeltaTile(in vec3 positionEC) {
vec3 deltaShape = convertEcToDeltaShape(positionEC);
// Convert to tileset coordinates in [0, 1]
float dx = deltaShape.x / czm_twoPi;
#if (defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE))
// Wrap to ensure dx is not crossing through the unoccupied angle range, where
// angle to tile coordinate conversions would be more complicated
float cameraUvLongitude = (u_cameraPositionCartographic.x + czm_pi) / czm_twoPi;
float cameraUvLongitudeShift = fract(cameraUvLongitude - u_ellipsoidShapeUvLongitudeRangeOrigin);
float rawOutputUvLongitude = cameraUvLongitudeShift + dx;
float rotation = floor(rawOutputUvLongitude);
dx -= rotation;
dx *= u_ellipsoidLocalToShapeUvScale.x;
#endif
float dy = deltaShape.y / czm_pi;
#if (defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LATITUDE))
dy *= u_ellipsoidLocalToShapeUvScale.y;
#endif
float dz = u_ellipsoidLocalToShapeUvScale.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.y = min(max(0, tileCoordinate.y), maxTileCoordinate);
tileCoordinate.z = min(max(0, tileCoordinate.z), maxTileCoordinate);
#if (!defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE))
ivec3 tileCoordinateChange = tileCoordinate - u_cameraTileCoordinates.xyz;
if (tileCoordinate.x < 0) {
tileCoordinate.x += (maxTileCoordinate + 1);
} else if (tileCoordinate.x > maxTileCoordinate) {
tileCoordinate.x -= (maxTileCoordinate + 1);
}
#else
tileCoordinate.x = min(max(0, tileCoordinate.x), maxTileCoordinate);
ivec3 tileCoordinateChange = tileCoordinate - u_cameraTileCoordinates.xyz;
#endif
vec3 tileUv = tileUvSum - vec3(tileCoordinateChange);
#if (!defined(ELLIPSOID_HAS_SHAPE_BOUNDS_LONGITUDE))
// If there is only one tile spanning 2*PI angle, the coordinate wraps around
tileUv.x = (u_cameraTileCoordinates.w == 0) ? fract(tileUv.x) : clamp(tileUv.x, 0.0, 1.0);
#else
tileUv.x = clamp(tileUv.x, 0.0, 1.0);
#endif
tileUv.y = clamp(tileUv.y, 0.0, 1.0);
tileUv.z = clamp(tileUv.z, 0.0, 1.0);
return TileAndUvCoordinate(ivec4(tileCoordinate, u_cameraTileCoordinates.w), tileUv);
}