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casic-smartcity-well-front / static / Cesium / Shaders / Builtin / Functions / cosineAndSine.js
[wangxitong] on 8 Jul 2021 7 KB mars3d总览
//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
 * @private\n\
 */\n\
vec2 cordic(float angle)\n\
{\n\
// Scale the vector by the appropriate factor for the 24 iterations to follow.\n\
    vec2 vector = vec2(6.0725293500888267e-1, 0.0);\n\
// Iteration 1\n\
    float sense = (angle < 0.0) ? -1.0 : 1.0;\n\
 //   float factor = sense * 1.0;  // 2^-0\n\
    mat2 rotation = mat2(1.0, sense, -sense, 1.0);\n\
    vector = rotation * vector;\n\
    angle -= sense * 7.8539816339744828e-1;  // atan(2^-0)\n\
// Iteration 2\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    float factor = sense * 5.0e-1;  // 2^-1\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 4.6364760900080609e-1;  // atan(2^-1)\n\
// Iteration 3\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 2.5e-1;  // 2^-2\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 2.4497866312686414e-1;  // atan(2^-2)\n\
// Iteration 4\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.25e-1;  // 2^-3\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.2435499454676144e-1;  // atan(2^-3)\n\
// Iteration 5\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 6.25e-2;  // 2^-4\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 6.2418809995957350e-2;  // atan(2^-4)\n\
// Iteration 6\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 3.125e-2;  // 2^-5\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 3.1239833430268277e-2;  // atan(2^-5)\n\
// Iteration 7\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.5625e-2;  // 2^-6\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.5623728620476831e-2;  // atan(2^-6)\n\
// Iteration 8\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 7.8125e-3;  // 2^-7\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 7.8123410601011111e-3;  // atan(2^-7)\n\
// Iteration 9\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 3.90625e-3;  // 2^-8\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 3.9062301319669718e-3;  // atan(2^-8)\n\
// Iteration 10\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.953125e-3;  // 2^-9\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.9531225164788188e-3;  // atan(2^-9)\n\
// Iteration 11\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 9.765625e-4;  // 2^-10\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 9.7656218955931946e-4;  // atan(2^-10)\n\
// Iteration 12\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 4.8828125e-4;  // 2^-11\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 4.8828121119489829e-4;  // atan(2^-11)\n\
// Iteration 13\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 2.44140625e-4;  // 2^-12\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 2.4414062014936177e-4;  // atan(2^-12)\n\
// Iteration 14\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.220703125e-4;  // 2^-13\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.2207031189367021e-4;  // atan(2^-13)\n\
// Iteration 15\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 6.103515625e-5;  // 2^-14\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 6.1035156174208773e-5;  // atan(2^-14)\n\
// Iteration 16\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 3.0517578125e-5;  // 2^-15\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 3.0517578115526096e-5;  // atan(2^-15)\n\
// Iteration 17\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.52587890625e-5;  // 2^-16\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.5258789061315762e-5;  // atan(2^-16)\n\
// Iteration 18\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 7.62939453125e-6;  // 2^-17\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 7.6293945311019700e-6;  // atan(2^-17)\n\
// Iteration 19\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 3.814697265625e-6;  // 2^-18\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 3.8146972656064961e-6;  // atan(2^-18)\n\
// Iteration 20\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.9073486328125e-6;  // 2^-19\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 1.9073486328101870e-6;  // atan(2^-19)\n\
// Iteration 21\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 9.5367431640625e-7;  // 2^-20\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 9.5367431640596084e-7;  // atan(2^-20)\n\
// Iteration 22\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 4.76837158203125e-7;  // 2^-21\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 4.7683715820308884e-7;  // atan(2^-21)\n\
// Iteration 23\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 2.384185791015625e-7;  // 2^-22\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
    angle -= sense * 2.3841857910155797e-7;  // atan(2^-22)\n\
// Iteration 24\n\
    sense = (angle < 0.0) ? -1.0 : 1.0;\n\
    factor = sense * 1.1920928955078125e-7;  // 2^-23\n\
    rotation[0][1] = factor;\n\
    rotation[1][0] = -factor;\n\
    vector = rotation * vector;\n\
//    angle -= sense * 1.1920928955078068e-7;  // atan(2^-23)\n\
\n\
    return vector;\n\
}\n\
\n\
/**\n\
 * Computes the cosine and sine of the provided angle using the CORDIC algorithm.\n\
 *\n\
 * @name czm_cosineAndSine\n\
 * @glslFunction\n\
 *\n\
 * @param {float} angle The angle in radians.\n\
 *\n\
 * @returns {vec2} The resulting cosine of the angle (as the x coordinate) and sine of the angle (as the y coordinate).\n\
 *\n\
 * @example\n\
 * vec2 v = czm_cosineAndSine(czm_piOverSix);\n\
 * float cosine = v.x;\n\
 * float sine = v.y;\n\
 */\n\
vec2 czm_cosineAndSine(float angle)\n\
{\n\
    if (angle < -czm_piOverTwo || angle > czm_piOverTwo)\n\
    {\n\
        if (angle < 0.0)\n\
        {\n\
            return -cordic(angle + czm_pi);\n\
        }\n\
        else\n\
        {\n\
            return -cordic(angle - czm_pi);\n\
        }\n\
    }\n\
    else\n\
    {\n\
        return cordic(angle);\n\
    }\n\
}\n\
";