Source: shaders/AtmosphereProgram.js

/*
 * Copyright 2003-2006, 2009, 2017, United States Government, as represented by the Administrator of the
 * National Aeronautics and Space Administration. All rights reserved.
 *
 * The NASAWorldWind/WebWorldWind platform is licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
/**
 * @exports AtmosphereProgram
 */
define([
        '../error/ArgumentError',
        '../shaders/GpuProgram',
        '../util/Logger'
    ],
    function (ArgumentError,
              GpuProgram,
              Logger) {
        "use strict";

        /**
         * Constructs a new program.
         * Initializes, compiles and links this GLSL program with the source code for its vertex and fragment shaders.
         * <p>
         * This method creates WebGL shaders for the program's shader sources and attaches them to a new GLSL program.
         * This method then compiles the shaders and then links the program if compilation is successful.
         *
         * @alias AtmosphereProgram
         * @constructor
         * @augments GpuProgram
         * @classdesc AtmosphereProgram is a GLSL program that draws the atmosphere.
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @throws {ArgumentError} If the shaders cannot be compiled, or linking of
         * the compiled shaders into a program fails.
         */
        var AtmosphereProgram = function (gl, vertexShaderSource, fragmentShaderSource, attribute) {

            // Call to the superclass, which performs shader program compiling and linking.
            GpuProgram.call(this, gl, vertexShaderSource, fragmentShaderSource, attribute);


            // Frag color mode indicates the atmospheric scattering color components written to the fragment color.
            this.FRAGMODE_SKY = 1;
            this.FRAGMODE_GROUND_PRIMARY = 2;
            this.FRAGMODE_GROUND_SECONDARY = 3;
            this.FRAGMODE_GROUND_PRIMARY_TEX_BLEND = 4;

            /**
             * The globe's atmosphere altitude.
             * @type {Number}
             * @default 160000.0 meters
             */
            this.altitude = 160000;

            /**
             * This atmosphere's Rayleigh scale depth.
             * @type {Number}
             * @default 0.25
             */
            this.rayleighScaleDepth = 0.25;

            /**
             * The WebGL location for this program's 'fragMode' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.fragModeLocation = this.uniformLocation(gl, "fragMode");

            /**
             * The WebGL location for this program's 'mvpMatrix' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.mvpMatrixLocation = this.uniformLocation(gl, "mvpMatrix");

            /**
             * The WebGL location for this program's 'texCoordMatrix' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.texCoordMatrixLocation = this.uniformLocation(gl, "texCoordMatrix");

            /**
             * The WebGL location for this program's 'vertexOrigin' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.vertexOriginLocation = this.uniformLocation(gl, "vertexOrigin");

            /**
             * The WebGL location for this program's 'eyePoint' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.eyePointLocation = this.uniformLocation(gl, "eyePoint");

            /**
             * The WebGL location for this program's 'eyeMagnitude' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.eyeMagnitudeLocation = this.uniformLocation(gl, "eyeMagnitude");

            /**
             * The WebGL location for this program's 'eyeMagnitude2' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.eyeMagnitude2Location = this.uniformLocation(gl, "eyeMagnitude2");

            /**
             * The WebGL location for this program's 'lightDirection' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.lightDirectionLocation = this.uniformLocation(gl, "lightDirection");

            /**
             * The WebGL location for this program's 'atmosphereRadius' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.atmosphereRadiusLocation = this.uniformLocation(gl, "atmosphereRadius");

            /**
             * The WebGL location for this program's 'atmosphereRadius2' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.atmosphereRadius2Location = this.uniformLocation(gl, "atmosphereRadius2");

            /**
             * The WebGL location for this program's 'globeRadius' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.globeRadiusLocation = this.uniformLocation(gl, "globeRadius");

            /**
             * The WebGL location for this program's 'scale' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.scaleLocation = this.uniformLocation(gl, "scale");

            /**
             * The WebGL location for this program's 'scaleDepth' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.scaleDepthLocation = this.uniformLocation(gl, "scaleDepth");

            /**
             * The WebGL location for this program's 'scaleOverScaleDepth' uniform.
             * @type {WebGLUniformLocation}
             * @readonly
             */
            this.scaleOverScaleDepthLocation = this.uniformLocation(gl, "scaleOverScaleDepth");
            
            this.scratchArray9 = new Float32Array(9);
        };

        /**
         * A string that uniquely identifies this program.
         * @type {string}
         * @readonly
         */
        AtmosphereProgram.key = "WorldWindGpuAtmosphereProgram";

        // Inherit from GpuProgram.
        AtmosphereProgram.prototype = Object.create(GpuProgram.prototype);

        /**
         * Returns the atmosphere's altitude.
         * @returns {Number} The atmosphere's altitude in meters.
         */
        AtmosphereProgram.prototype.getAltitude = function () {
            return this.altitude;
        };

        /**
         * Loads the specified number as the value of this program's 'fragMode' uniform variable.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Number} fragMode The frag mode value.
         * @throws {ArgumentError} If the specified number is null or undefined.
         */
        AtmosphereProgram.prototype.loadFragMode = function (gl, fragMode) {
            if (!fragMode) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "AtmosphereProgram", "loadFragMode", "missingFragMode"));
            }

            gl.uniform1i(this.fragModeLocation, fragMode);
        };

        /**
         * Loads the specified matrix as the value of this program's 'mvpMatrix' uniform variable.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Matrix} matrix The matrix to load.
         * @throws {ArgumentError} If the specified matrix is null or undefined.
         */
        AtmosphereProgram.prototype.loadModelviewProjection = function (gl, matrix) {
            if (!matrix) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "AtmosphereProgram", "loadModelviewProjection",
                        "missingMatrix"));
            }

            this.loadUniformMatrix(gl, matrix, this.mvpMatrixLocation);
        };

        /**
         * Loads the specified vector as the value of this program's 'vertexOrigin' uniform variable.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Vec3} vector The vector to load.
         * @throws {ArgumentError} If the specified vector is null or undefined.
         */
        AtmosphereProgram.prototype.loadVertexOrigin = function (gl, vector) {
            if (!vector) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "AtmosphereProgram", "loadVertexOrigin", "missingVector"));
            }

            gl.uniform3f(this.vertexOriginLocation, vector[0], vector[1], vector[2]);
        };

        /**
         * Loads the specified vector as the value of this program's 'lightDirection' uniform variable.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Vec3} vector The vector to load.
         * @throws {ArgumentError} If the specified vector is null or undefined.
         */
        AtmosphereProgram.prototype.loadLightDirection = function (gl, vector) {
            if (!vector) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "AtmosphereProgram", "loadLightDirection", "missingVector"));
            }

            gl.uniform3f(this.lightDirectionLocation, vector[0], vector[1], vector[2]);
        };

        /**
         * Loads the specified vector as the value of this program's 'lightDirection' uniform variable,
         * the magnitude's specified vector as the value of this program's 'eyeMagnitude' uniform variable and
         * the squared magnitude's specified vector as the value of this program's 'eyeMagnitude2' uniform variable.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Vec3} vector The vector to load.
         * @throws {ArgumentError} If the specified vector is null or undefined.
         */
        AtmosphereProgram.prototype.loadEyePoint = function (gl, vector) {
            if (!vector) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "AtmosphereProgram", "loadEyePoint", "missingVector"));
            }

            gl.uniform3f(this.eyePointLocation, vector[0], vector[1], vector[2]);
            gl.uniform1f(this.eyeMagnitudeLocation, vector.magnitude());
            gl.uniform1f(this.eyeMagnitude2Location, vector.magnitudeSquared());
        };

        /**
         * Loads the specified number as the value of this program's 'globeRadius' uniform variable and the specified
         * number which add the altitude value as the value of this program's 'atmosphereRadius' uniform variable.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Number} globeRadius The globe radius value.
         * @throws {ArgumentError} If the specified number is null or undefined.
         */
        AtmosphereProgram.prototype.loadGlobeRadius = function (gl, globeRadius) {
            if (!globeRadius) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "AtmosphereProgram", "loadGlobeRadius",
                        "missingGlobeRadius"));
            }

            var gr = globeRadius;
            var ar = gr + this.altitude;

            gl.uniform1f(this.globeRadiusLocation, gr);
            gl.uniform1f(this.atmosphereRadiusLocation, ar);
            gl.uniform1f(this.atmosphereRadius2Location, ar * ar);
        };

        /**
         * Sets the program's 'scale', 'scaleDepth' and 'scaleOverScaleDepth' uniform variables.
         *
         * @param {WebGLRenderingContext} gl The current WebGL context.
         */
        AtmosphereProgram.prototype.setScale = function (gl) {
            gl.uniform1f(this.scaleLocation, 1 / this.getAltitude());
            gl.uniform1f(this.scaleDepthLocation, this.rayleighScaleDepth);
            gl.uniform1f(this.scaleOverScaleDepthLocation, (1 / this.getAltitude()) / this.rayleighScaleDepth);
        };

        /**
         * Loads the specified matrix as the value of this program's 'texCoordMatrix' uniform variable.
         * @param {WebGLRenderingContext} gl The current WebGL context.
         * @param {Matrix3} matrix The texture coordinate matrix.
         */
        AtmosphereProgram.prototype.loadTexMatrix = function(gl, matrix){
            if (!matrix) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "AtmosphereProgram", "loadTexMatrix",
                        "missingMatrix"));
            }

            matrix.columnMajorComponents(this.scratchArray9);
            gl.uniformMatrix3fv(this.texCoordMatrixLocation, false, this.scratchArray9);
        };

        return AtmosphereProgram;
    });