/** * Cesium - https://github.com/AnalyticalGraphicsInc/cesium * * Copyright 2011-2017 Cesium Contributors * * 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. * * Columbus View (Pat. Pend.) * * Portions licensed separately. * See https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md for full licensing details. */ define(['exports', './when-8d13db60', './Check-70bec281', './Math-61ede240', './Cartographic-fe4be337', './Cartesian2-85064f09'], function (exports, when, Check, _Math, Cartographic, Cartesian2) { 'use strict'; var RIGHT_SHIFT = 1.0 / 256.0; var LEFT_SHIFT = 256.0; /** * Attribute compression and decompression functions. * * @exports AttributeCompression * * @private */ var AttributeCompression = {}; /** * Encodes a normalized vector into 2 SNORM values in the range of [0-rangeMax] following the 'oct' encoding. * * Oct encoding is a compact representation of unit length vectors. * The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors", * Cigolle et al 2014: {@link http://jcgt.org/published/0003/02/01/} * * @param {Cartesian3} vector The normalized vector to be compressed into 2 component 'oct' encoding. * @param {Cartesian2} result The 2 component oct-encoded unit length vector. * @param {Number} rangeMax The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits. * @returns {Cartesian2} The 2 component oct-encoded unit length vector. * * @exception {DeveloperError} vector must be normalized. * * @see AttributeCompression.octDecodeInRange */ AttributeCompression.octEncodeInRange = function(vector, rangeMax, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('vector', vector); Check.Check.defined('result', result); var magSquared = Cartographic.Cartesian3.magnitudeSquared(vector); if (Math.abs(magSquared - 1.0) > _Math.CesiumMath.EPSILON6) { throw new Check.DeveloperError('vector must be normalized.'); } //>>includeEnd('debug'); result.x = vector.x / (Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z)); result.y = vector.y / (Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z)); if (vector.z < 0) { var x = result.x; var y = result.y; result.x = (1.0 - Math.abs(y)) * _Math.CesiumMath.signNotZero(x); result.y = (1.0 - Math.abs(x)) * _Math.CesiumMath.signNotZero(y); } result.x = _Math.CesiumMath.toSNorm(result.x, rangeMax); result.y = _Math.CesiumMath.toSNorm(result.y, rangeMax); return result; }; /** * Encodes a normalized vector into 2 SNORM values in the range of [0-255] following the 'oct' encoding. * * @param {Cartesian3} vector The normalized vector to be compressed into 2 byte 'oct' encoding. * @param {Cartesian2} result The 2 byte oct-encoded unit length vector. * @returns {Cartesian2} The 2 byte oct-encoded unit length vector. * * @exception {DeveloperError} vector must be normalized. * * @see AttributeCompression.octEncodeInRange * @see AttributeCompression.octDecode */ AttributeCompression.octEncode = function(vector, result) { return AttributeCompression.octEncodeInRange(vector, 255, result); }; var octEncodeScratch = new Cartesian2.Cartesian2(); var uint8ForceArray = new Uint8Array(1); function forceUint8(value) { uint8ForceArray[0] = value; return uint8ForceArray[0]; } /** * @param {Cartesian3} vector The normalized vector to be compressed into 4 byte 'oct' encoding. * @param {Cartesian4} result The 4 byte oct-encoded unit length vector. * @returns {Cartesian4} The 4 byte oct-encoded unit length vector. * * @exception {DeveloperError} vector must be normalized. * * @see AttributeCompression.octEncodeInRange * @see AttributeCompression.octDecodeFromCartesian4 */ AttributeCompression.octEncodeToCartesian4 = function(vector, result) { AttributeCompression.octEncodeInRange(vector, 65535, octEncodeScratch); result.x = forceUint8(octEncodeScratch.x * RIGHT_SHIFT); result.y = forceUint8(octEncodeScratch.x); result.z = forceUint8(octEncodeScratch.y * RIGHT_SHIFT); result.w = forceUint8(octEncodeScratch.y); return result; }; /** * Decodes a unit-length vector in 'oct' encoding to a normalized 3-component vector. * * @param {Number} x The x component of the oct-encoded unit length vector. * @param {Number} y The y component of the oct-encoded unit length vector. * @param {Number} rangeMax The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits. * @param {Cartesian3} result The decoded and normalized vector * @returns {Cartesian3} The decoded and normalized vector. * * @exception {DeveloperError} x and y must be unsigned normalized integers between 0 and rangeMax. * * @see AttributeCompression.octEncodeInRange */ AttributeCompression.octDecodeInRange = function(x, y, rangeMax, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('result', result); if (x < 0 || x > rangeMax || y < 0 || y > rangeMax) { throw new Check.DeveloperError('x and y must be unsigned normalized integers between 0 and ' + rangeMax); } //>>includeEnd('debug'); result.x = _Math.CesiumMath.fromSNorm(x, rangeMax); result.y = _Math.CesiumMath.fromSNorm(y, rangeMax); result.z = 1.0 - (Math.abs(result.x) + Math.abs(result.y)); if (result.z < 0.0) { var oldVX = result.x; result.x = (1.0 - Math.abs(result.y)) * _Math.CesiumMath.signNotZero(oldVX); result.y = (1.0 - Math.abs(oldVX)) * _Math.CesiumMath.signNotZero(result.y); } return Cartographic.Cartesian3.normalize(result, result); }; /** * Decodes a unit-length vector in 2 byte 'oct' encoding to a normalized 3-component vector. * * @param {Number} x The x component of the oct-encoded unit length vector. * @param {Number} y The y component of the oct-encoded unit length vector. * @param {Cartesian3} result The decoded and normalized vector. * @returns {Cartesian3} The decoded and normalized vector. * * @exception {DeveloperError} x and y must be an unsigned normalized integer between 0 and 255. * * @see AttributeCompression.octDecodeInRange */ AttributeCompression.octDecode = function(x, y, result) { return AttributeCompression.octDecodeInRange(x, y, 255, result); }; /** * Decodes a unit-length vector in 4 byte 'oct' encoding to a normalized 3-component vector. * * @param {Cartesian4} encoded The oct-encoded unit length vector. * @param {Cartesian3} result The decoded and normalized vector. * @returns {Cartesian3} The decoded and normalized vector. * * @exception {DeveloperError} x, y, z, and w must be unsigned normalized integers between 0 and 255. * * @see AttributeCompression.octDecodeInRange * @see AttributeCompression.octEncodeToCartesian4 */ AttributeCompression.octDecodeFromCartesian4 = function(encoded, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('encoded', encoded); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var x = encoded.x; var y = encoded.y; var z = encoded.z; var w = encoded.w; //>>includeStart('debug', pragmas.debug); if (x < 0 || x > 255 || y < 0 || y > 255 || z < 0 || z > 255 || w < 0 || w > 255) { throw new Check.DeveloperError('x, y, z, and w must be unsigned normalized integers between 0 and 255'); } //>>includeEnd('debug'); var xOct16 = x * LEFT_SHIFT + y; var yOct16 = z * LEFT_SHIFT + w; return AttributeCompression.octDecodeInRange(xOct16, yOct16, 65535, result); }; /** * Packs an oct encoded vector into a single floating-point number. * * @param {Cartesian2} encoded The oct encoded vector. * @returns {Number} The oct encoded vector packed into a single float. * */ AttributeCompression.octPackFloat = function(encoded) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('encoded', encoded); //>>includeEnd('debug'); return 256.0 * encoded.x + encoded.y; }; var scratchEncodeCart2 = new Cartesian2.Cartesian2(); /** * Encodes a normalized vector into 2 SNORM values in the range of [0-255] following the 'oct' encoding and * stores those values in a single float-point number. * * @param {Cartesian3} vector The normalized vector to be compressed into 2 byte 'oct' encoding. * @returns {Number} The 2 byte oct-encoded unit length vector. * * @exception {DeveloperError} vector must be normalized. */ AttributeCompression.octEncodeFloat = function(vector) { AttributeCompression.octEncode(vector, scratchEncodeCart2); return AttributeCompression.octPackFloat(scratchEncodeCart2); }; /** * Decodes a unit-length vector in 'oct' encoding packed in a floating-point number to a normalized 3-component vector. * * @param {Number} value The oct-encoded unit length vector stored as a single floating-point number. * @param {Cartesian3} result The decoded and normalized vector * @returns {Cartesian3} The decoded and normalized vector. * */ AttributeCompression.octDecodeFloat = function(value, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('value', value); //>>includeEnd('debug'); var temp = value / 256.0; var x = Math.floor(temp); var y = (temp - x) * 256.0; return AttributeCompression.octDecode(x, y, result); }; /** * Encodes three normalized vectors into 6 SNORM values in the range of [0-255] following the 'oct' encoding and * packs those into two floating-point numbers. * * @param {Cartesian3} v1 A normalized vector to be compressed. * @param {Cartesian3} v2 A normalized vector to be compressed. * @param {Cartesian3} v3 A normalized vector to be compressed. * @param {Cartesian2} result The 'oct' encoded vectors packed into two floating-point numbers. * @returns {Cartesian2} The 'oct' encoded vectors packed into two floating-point numbers. * */ AttributeCompression.octPack = function(v1, v2, v3, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('v1', v1); Check.Check.defined('v2', v2); Check.Check.defined('v3', v3); Check.Check.defined('result', result); //>>includeEnd('debug'); var encoded1 = AttributeCompression.octEncodeFloat(v1); var encoded2 = AttributeCompression.octEncodeFloat(v2); var encoded3 = AttributeCompression.octEncode(v3, scratchEncodeCart2); result.x = 65536.0 * encoded3.x + encoded1; result.y = 65536.0 * encoded3.y + encoded2; return result; }; /** * Decodes three unit-length vectors in 'oct' encoding packed into a floating-point number to a normalized 3-component vector. * * @param {Cartesian2} packed The three oct-encoded unit length vectors stored as two floating-point number. * @param {Cartesian3} v1 One decoded and normalized vector. * @param {Cartesian3} v2 One decoded and normalized vector. * @param {Cartesian3} v3 One decoded and normalized vector. */ AttributeCompression.octUnpack = function(packed, v1, v2, v3) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('packed', packed); Check.Check.defined('v1', v1); Check.Check.defined('v2', v2); Check.Check.defined('v3', v3); //>>includeEnd('debug'); var temp = packed.x / 65536.0; var x = Math.floor(temp); var encodedFloat1 = (temp - x) * 65536.0; temp = packed.y / 65536.0; var y = Math.floor(temp); var encodedFloat2 = (temp - y) * 65536.0; AttributeCompression.octDecodeFloat(encodedFloat1, v1); AttributeCompression.octDecodeFloat(encodedFloat2, v2); AttributeCompression.octDecode(x, y, v3); }; /** * Pack texture coordinates into a single float. The texture coordinates will only preserve 12 bits of precision. * * @param {Cartesian2} textureCoordinates The texture coordinates to compress. Both coordinates must be in the range 0.0-1.0. * @returns {Number} The packed texture coordinates. * */ AttributeCompression.compressTextureCoordinates = function(textureCoordinates) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('textureCoordinates', textureCoordinates); //>>includeEnd('debug'); // Move x and y to the range 0-4095; var x = (textureCoordinates.x * 4095.0) | 0; var y = (textureCoordinates.y * 4095.0) | 0; return 4096.0 * x + y; }; /** * Decompresses texture coordinates that were packed into a single float. * * @param {Number} compressed The compressed texture coordinates. * @param {Cartesian2} result The decompressed texture coordinates. * @returns {Cartesian2} The modified result parameter. * */ AttributeCompression.decompressTextureCoordinates = function(compressed, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('compressed', compressed); Check.Check.defined('result', result); //>>includeEnd('debug'); var temp = compressed / 4096.0; var xZeroTo4095 = Math.floor(temp); result.x = xZeroTo4095 / 4095.0; result.y = (compressed - xZeroTo4095 * 4096) / 4095; return result; }; function zigZagDecode(value) { return (value >> 1) ^ (-(value & 1)); } /** * Decodes delta and ZigZag encoded vertices. This modifies the buffers in place. * * @param {Uint16Array} uBuffer The buffer view of u values. * @param {Uint16Array} vBuffer The buffer view of v values. * @param {Uint16Array} [heightBuffer] The buffer view of height values. * * @see {@link https://github.com/AnalyticalGraphicsInc/quantized-mesh|quantized-mesh-1.0 terrain format} */ AttributeCompression.zigZagDeltaDecode = function(uBuffer, vBuffer, heightBuffer) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('uBuffer', uBuffer); Check.Check.defined('vBuffer', vBuffer); Check.Check.typeOf.number.equals('uBuffer.length', 'vBuffer.length', uBuffer.length, vBuffer.length); if (when.defined(heightBuffer)) { Check.Check.typeOf.number.equals('uBuffer.length', 'heightBuffer.length', uBuffer.length, heightBuffer.length); } //>>includeEnd('debug'); var count = uBuffer.length; var u = 0; var v = 0; var height = 0; for (var i = 0; i < count; ++i) { u += zigZagDecode(uBuffer[i]); v += zigZagDecode(vBuffer[i]); uBuffer[i] = u; vBuffer[i] = v; if (when.defined(heightBuffer)) { height += zigZagDecode(heightBuffer[i]); heightBuffer[i] = height; } } }; // 将oct压缩的short转化为float AttributeCompression.octShortToFloat = function(s){ //var tempF = s * 1.0 / ((1 << 15) - 1); return _Math.CesiumMath.clamp(s * 0.00003051850947599719, -1.0, 1.0); }; // 将oct压缩的两个short解压为三个float AttributeCompression.octShortDecode = function(x, y, result) { Check.Check.defined('result', result); result.x = AttributeCompression.octShortToFloat(x); result.y = AttributeCompression.octShortToFloat(y); result.z = 1.0 - (Math.abs(result.x) + Math.abs(result.y)); if (result.z < 0.0) { var oldVX = result.x; result.x = (1.0 - Math.abs(result.y)) * _Math.CesiumMath.signNotZero(oldVX); result.y = (1.0 - Math.abs(oldVX)) * _Math.CesiumMath.signNotZero(result.y); } return Cartographic.Cartesian3.normalize(result, result); }; exports.AttributeCompression = AttributeCompression; });