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Primitive.js
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import BoundingSphere from "../Core/BoundingSphere.js";
import Cartesian2 from "../Core/Cartesian2.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Cartesian4 from "../Core/Cartesian4.js";
import Cartographic from "../Core/Cartographic.js";
import clone from "../Core/clone.js";
import Color from "../Core/Color.js";
import combine from "../Core/combine.js";
import ComponentDatatype from "../Core/ComponentDatatype.js";
import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
import FeatureDetection from "../Core/FeatureDetection.js";
import Geometry from "../Core/Geometry.js";
import GeometryAttribute from "../Core/GeometryAttribute.js";
import GeometryAttributes from "../Core/GeometryAttributes.js";
import GeometryOffsetAttribute from "../Core/GeometryOffsetAttribute.js";
import Intersect from "../Core/Intersect.js";
import Matrix4 from "../Core/Matrix4.js";
import Plane from "../Core/Plane.js";
import RuntimeError from "../Core/RuntimeError.js";
import subdivideArray from "../Core/subdivideArray.js";
import TaskProcessor from "../Core/TaskProcessor.js";
import BufferUsage from "../Renderer/BufferUsage.js";
import ContextLimits from "../Renderer/ContextLimits.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import Pass from "../Renderer/Pass.js";
import RenderState from "../Renderer/RenderState.js";
import ShaderProgram from "../Renderer/ShaderProgram.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import VertexArray from "../Renderer/VertexArray.js";
import BatchTable from "./BatchTable.js";
import CullFace from "./CullFace.js";
import DepthFunction from "./DepthFunction.js";
import PrimitivePipeline from "./PrimitivePipeline.js";
import PrimitiveState from "./PrimitiveState.js";
import SceneMode from "./SceneMode.js";
import ShadowMode from "./ShadowMode.js";
/**
* A primitive represents geometry in the {@link Scene}. The geometry can be from a single {@link GeometryInstance}
* as shown in example 1 below, or from an array of instances, even if the geometry is from different
* geometry types, e.g., an {@link RectangleGeometry} and an {@link EllipsoidGeometry} as shown in Code Example 2.
* <p>
* A primitive combines geometry instances with an {@link Appearance} that describes the full shading, including
* {@link Material} and {@link RenderState}. Roughly, the geometry instance defines the structure and placement,
* and the appearance defines the visual characteristics. Decoupling geometry and appearance allows us to mix
* and match most of them and add a new geometry or appearance independently of each other.
* </p>
* <p>
* Combining multiple instances into one primitive is called batching, and significantly improves performance for static data.
* Instances can be individually picked; {@link Scene#pick} returns their {@link GeometryInstance#id}. Using
* per-instance appearances like {@link PerInstanceColorAppearance}, each instance can also have a unique color.
* </p>
* <p>
* {@link Geometry} can either be created and batched on a web worker or the main thread. The first two examples
* show geometry that will be created on a web worker by using the descriptions of the geometry. The third example
* shows how to create the geometry on the main thread by explicitly calling the <code>createGeometry</code> method.
* </p>
*
* @alias Primitive
* @constructor
*
* @param {object} [options] Object with the following properties:
* @param {GeometryInstance[]|GeometryInstance} [options.geometryInstances] The geometry instances - or a single geometry instance - to render.
* @param {Appearance} [options.appearance] The appearance used to render the primitive.
* @param {Appearance} [options.depthFailAppearance] The appearance used to shade this primitive when it fails the depth test.
* @param {boolean} [options.show=true] Determines if this primitive will be shown.
* @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms the primitive (all geometry instances) from model to world coordinates.
* @param {boolean} [options.vertexCacheOptimize=false] When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
* @param {boolean} [options.interleave=false] When <code>true</code>, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
* @param {boolean} [options.compressVertices=true] When <code>true</code>, the geometry vertices are compressed, which will save memory.
* @param {boolean} [options.releaseGeometryInstances=true] When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
* @param {boolean} [options.allowPicking=true] When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
* @param {boolean} [options.cull=true] When <code>true</code>, the renderer frustum culls and horizon culls the primitive's commands based on their bounding volume. Set this to <code>false</code> for a small performance gain if you are manually culling the primitive.
* @param {boolean} [options.asynchronous=true] Determines if the primitive will be created asynchronously or block until ready.
* @param {boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
* @param {ShadowMode} [options.shadows=ShadowMode.DISABLED] Determines whether this primitive casts or receives shadows from light sources.
*
* @example
* // 1. Draw a translucent ellipse on the surface with a checkerboard pattern
* const instance = new Cesium.GeometryInstance({
* geometry : new Cesium.EllipseGeometry({
* center : Cesium.Cartesian3.fromDegrees(-100.0, 20.0),
* semiMinorAxis : 500000.0,
* semiMajorAxis : 1000000.0,
* rotation : Cesium.Math.PI_OVER_FOUR,
* vertexFormat : Cesium.VertexFormat.POSITION_AND_ST
* }),
* id : 'object returned when this instance is picked and to get/set per-instance attributes'
* });
* scene.primitives.add(new Cesium.Primitive({
* geometryInstances : instance,
* appearance : new Cesium.EllipsoidSurfaceAppearance({
* material : Cesium.Material.fromType('Checkerboard')
* })
* }));
*
* @example
* // 2. Draw different instances each with a unique color
* const rectangleInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.RectangleGeometry({
* rectangle : Cesium.Rectangle.fromDegrees(-140.0, 30.0, -100.0, 40.0),
* vertexFormat : Cesium.PerInstanceColorAppearance.VERTEX_FORMAT
* }),
* id : 'rectangle',
* attributes : {
* color : new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5)
* }
* });
* const ellipsoidInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.EllipsoidGeometry({
* radii : new Cesium.Cartesian3(500000.0, 500000.0, 1000000.0),
* vertexFormat : Cesium.VertexFormat.POSITION_AND_NORMAL
* }),
* modelMatrix : Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(
* Cesium.Cartesian3.fromDegrees(-95.59777, 40.03883)), new Cesium.Cartesian3(0.0, 0.0, 500000.0), new Cesium.Matrix4()),
* id : 'ellipsoid',
* attributes : {
* color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.AQUA)
* }
* });
* scene.primitives.add(new Cesium.Primitive({
* geometryInstances : [rectangleInstance, ellipsoidInstance],
* appearance : new Cesium.PerInstanceColorAppearance()
* }));
*
* @example
* // 3. Create the geometry on the main thread.
* scene.primitives.add(new Cesium.Primitive({
* geometryInstances : new Cesium.GeometryInstance({
* geometry : Cesium.EllipsoidGeometry.createGeometry(new Cesium.EllipsoidGeometry({
* radii : new Cesium.Cartesian3(500000.0, 500000.0, 1000000.0),
* vertexFormat : Cesium.VertexFormat.POSITION_AND_NORMAL
* })),
* modelMatrix : Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(
* Cesium.Cartesian3.fromDegrees(-95.59777, 40.03883)), new Cesium.Cartesian3(0.0, 0.0, 500000.0), new Cesium.Matrix4()),
* id : 'ellipsoid',
* attributes : {
* color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.AQUA)
* }
* }),
* appearance : new Cesium.PerInstanceColorAppearance(),
* asynchronous : false
* }));
*
* @see GeometryInstance
* @see Appearance
* @see ClassificationPrimitive
* @see GroundPrimitive
*/
function Primitive(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
/**
* The geometry instances rendered with this primitive. This may
* be <code>undefined</code> if <code>options.releaseGeometryInstances</code>
* is <code>true</code> when the primitive is constructed.
* <p>
* Changing this property after the primitive is rendered has no effect.
* </p>
*
* @readonly
* @type GeometryInstance[]|GeometryInstance
*
* @default undefined
*/
this.geometryInstances = options.geometryInstances;
/**
* The {@link Appearance} used to shade this primitive. Each geometry
* instance is shaded with the same appearance. Some appearances, like
* {@link PerInstanceColorAppearance} allow giving each instance unique
* properties.
*
* @type Appearance
*
* @default undefined
*/
this.appearance = options.appearance;
this._appearance = undefined;
this._material = undefined;
/**
* The {@link Appearance} used to shade this primitive when it fails the depth test. Each geometry
* instance is shaded with the same appearance. Some appearances, like
* {@link PerInstanceColorAppearance} allow giving each instance unique
* properties.
*
* <p>
* When using an appearance that requires a color attribute, like PerInstanceColorAppearance,
* add a depthFailColor per-instance attribute instead.
* </p>
*
* <p>
* Requires the EXT_frag_depth WebGL extension to render properly. If the extension is not supported,
* there may be artifacts.
* </p>
* @type Appearance
*
* @default undefined
*/
this.depthFailAppearance = options.depthFailAppearance;
this._depthFailAppearance = undefined;
this._depthFailMaterial = undefined;
/**
* The 4x4 transformation matrix that transforms the primitive (all geometry instances) from model to world coordinates.
* When this is the identity matrix, the primitive is drawn in world coordinates, i.e., Earth's WGS84 coordinates.
* Local reference frames can be used by providing a different transformation matrix, like that returned
* by {@link Transforms.eastNorthUpToFixedFrame}.
*
* <p>
* This property is only supported in 3D mode.
* </p>
*
* @type Matrix4
*
* @default Matrix4.IDENTITY
*
* @example
* const origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0);
* p.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin);
*/
this.modelMatrix = Matrix4.clone(
defaultValue(options.modelMatrix, Matrix4.IDENTITY),
);
this._modelMatrix = new Matrix4();
/**
* Determines if the primitive will be shown. This affects all geometry
* instances in the primitive.
*
* @type {boolean}
*
* @default true
*/
this.show = defaultValue(options.show, true);
this._vertexCacheOptimize = defaultValue(options.vertexCacheOptimize, false);
this._interleave = defaultValue(options.interleave, false);
this._releaseGeometryInstances = defaultValue(
options.releaseGeometryInstances,
true,
);
this._allowPicking = defaultValue(options.allowPicking, true);
this._asynchronous = defaultValue(options.asynchronous, true);
this._compressVertices = defaultValue(options.compressVertices, true);
/**
* When <code>true</code>, the renderer frustum culls and horizon culls the primitive's commands
* based on their bounding volume. Set this to <code>false</code> for a small performance gain
* if you are manually culling the primitive.
*
* @type {boolean}
*
* @default true
*/
this.cull = defaultValue(options.cull, true);
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* Draws the bounding sphere for each draw command in the primitive.
* </p>
*
* @type {boolean}
*
* @default false
*/
this.debugShowBoundingVolume = defaultValue(
options.debugShowBoundingVolume,
false,
);
/**
* @private
*/
this.rtcCenter = options.rtcCenter;
//>>includeStart('debug', pragmas.debug);
if (
defined(this.rtcCenter) &&
(!defined(this.geometryInstances) ||
(Array.isArray(this.geometryInstances) &&
this.geometryInstances.length !== 1))
) {
throw new DeveloperError(
"Relative-to-center rendering only supports one geometry instance.",
);
}
//>>includeEnd('debug');
/**
* Determines whether this primitive casts or receives shadows from light sources.
*
* @type {ShadowMode}
*
* @default ShadowMode.DISABLED
*/
this.shadows = defaultValue(options.shadows, ShadowMode.DISABLED);
this._translucent = undefined;
this._state = PrimitiveState.READY;
this._geometries = [];
this._error = undefined;
this._numberOfInstances = 0;
this._boundingSpheres = [];
this._boundingSphereWC = [];
this._boundingSphereCV = [];
this._boundingSphere2D = [];
this._boundingSphereMorph = [];
this._perInstanceAttributeCache = new Map();
this._instanceIds = [];
this._lastPerInstanceAttributeIndex = 0;
this._va = [];
this._attributeLocations = undefined;
this._primitiveType = undefined;
this._frontFaceRS = undefined;
this._backFaceRS = undefined;
this._sp = undefined;
this._depthFailAppearance = undefined;
this._spDepthFail = undefined;
this._frontFaceDepthFailRS = undefined;
this._backFaceDepthFailRS = undefined;
this._pickIds = [];
this._colorCommands = [];
this._pickCommands = [];
this._createBoundingVolumeFunction = options._createBoundingVolumeFunction;
this._createRenderStatesFunction = options._createRenderStatesFunction;
this._createShaderProgramFunction = options._createShaderProgramFunction;
this._createCommandsFunction = options._createCommandsFunction;
this._updateAndQueueCommandsFunction =
options._updateAndQueueCommandsFunction;
this._createPickOffsets = options._createPickOffsets;
this._pickOffsets = undefined;
this._createGeometryResults = undefined;
this._ready = false;
this._batchTable = undefined;
this._batchTableAttributeIndices = undefined;
this._offsetInstanceExtend = undefined;
this._batchTableOffsetAttribute2DIndex = undefined;
this._batchTableOffsetsUpdated = false;
this._instanceBoundingSpheres = undefined;
this._instanceBoundingSpheresCV = undefined;
this._tempBoundingSpheres = undefined;
this._recomputeBoundingSpheres = false;
this._batchTableBoundingSpheresUpdated = false;
this._batchTableBoundingSphereAttributeIndices = undefined;
}
Object.defineProperties(Primitive.prototype, {
/**
* When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
*
* @memberof Primitive.prototype
*
* @type {boolean}
* @readonly
*
* @default true
*/
vertexCacheOptimize: {
get: function () {
return this._vertexCacheOptimize;
},
},
/**
* Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
*
* @memberof Primitive.prototype
*
* @type {boolean}
* @readonly
*
* @default false
*/
interleave: {
get: function () {
return this._interleave;
},
},
/**
* When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
*
* @memberof Primitive.prototype
*
* @type {boolean}
* @readonly
*
* @default true
*/
releaseGeometryInstances: {
get: function () {
return this._releaseGeometryInstances;
},
},
/**
* When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved. *
*
* @memberof Primitive.prototype
*
* @type {boolean}
* @readonly
*
* @default true
*/
allowPicking: {
get: function () {
return this._allowPicking;
},
},
/**
* Determines if the geometry instances will be created and batched on a web worker.
*
* @memberof Primitive.prototype
*
* @type {boolean}
* @readonly
*
* @default true
*/
asynchronous: {
get: function () {
return this._asynchronous;
},
},
/**
* When <code>true</code>, geometry vertices are compressed, which will save memory.
*
* @memberof Primitive.prototype
*
* @type {boolean}
* @readonly
*
* @default true
*/
compressVertices: {
get: function () {
return this._compressVertices;
},
},
/**
* Determines if the primitive is complete and ready to render. If this property is
* true, the primitive will be rendered the next time that {@link Primitive#update}
* is called.
*
* @memberof Primitive.prototype
*
* @type {boolean}
* @readonly
*
* @example
* // Wait for a primitive to become ready before accessing attributes
* const removeListener = scene.postRender.addEventListener(() => {
* if (!frustumPrimitive.ready) {
* return;
* }
*
* const attributes = primitive.getGeometryInstanceAttributes('an id');
* attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA);
*
* removeListener();
* });
*/
ready: {
get: function () {
return this._ready;
},
},
});
function getCommonPerInstanceAttributeNames(instances) {
const length = instances.length;
const attributesInAllInstances = [];
const attributes0 = instances[0].attributes;
let name;
for (name in attributes0) {
if (attributes0.hasOwnProperty(name) && defined(attributes0[name])) {
const attribute = attributes0[name];
let inAllInstances = true;
// Does this same attribute exist in all instances?
for (let i = 1; i < length; ++i) {
const otherAttribute = instances[i].attributes[name];
if (
!defined(otherAttribute) ||
attribute.componentDatatype !== otherAttribute.componentDatatype ||
attribute.componentsPerAttribute !==
otherAttribute.componentsPerAttribute ||
attribute.normalize !== otherAttribute.normalize
) {
inAllInstances = false;
break;
}
}
if (inAllInstances) {
attributesInAllInstances.push(name);
}
}
}
return attributesInAllInstances;
}
const scratchGetAttributeCartesian2 = new Cartesian2();
const scratchGetAttributeCartesian3 = new Cartesian3();
const scratchGetAttributeCartesian4 = new Cartesian4();
function getAttributeValue(value) {
const componentsPerAttribute = value.length;
if (componentsPerAttribute === 1) {
return value[0];
} else if (componentsPerAttribute === 2) {
return Cartesian2.unpack(value, 0, scratchGetAttributeCartesian2);
} else if (componentsPerAttribute === 3) {
return Cartesian3.unpack(value, 0, scratchGetAttributeCartesian3);
} else if (componentsPerAttribute === 4) {
return Cartesian4.unpack(value, 0, scratchGetAttributeCartesian4);
}
}
function createBatchTable(primitive, context) {
const geometryInstances = primitive.geometryInstances;
const instances = Array.isArray(geometryInstances)
? geometryInstances
: [geometryInstances];
const numberOfInstances = instances.length;
if (numberOfInstances === 0) {
return;
}
const names = getCommonPerInstanceAttributeNames(instances);
const length = names.length;
const attributes = [];
const attributeIndices = {};
const boundingSphereAttributeIndices = {};
let offset2DIndex;
const firstInstance = instances[0];
let instanceAttributes = firstInstance.attributes;
let i;
let name;
let attribute;
for (i = 0; i < length; ++i) {
name = names[i];
attribute = instanceAttributes[name];
attributeIndices[name] = i;
attributes.push({
functionName: `czm_batchTable_${name}`,
componentDatatype: attribute.componentDatatype,
componentsPerAttribute: attribute.componentsPerAttribute,
normalize: attribute.normalize,
});
}
if (names.indexOf("distanceDisplayCondition") !== -1) {
attributes.push(
{
functionName: "czm_batchTable_boundingSphereCenter3DHigh",
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
},
{
functionName: "czm_batchTable_boundingSphereCenter3DLow",
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
},
{
functionName: "czm_batchTable_boundingSphereCenter2DHigh",
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
},
{
functionName: "czm_batchTable_boundingSphereCenter2DLow",
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
},
{
functionName: "czm_batchTable_boundingSphereRadius",
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 1,
},
);
boundingSphereAttributeIndices.center3DHigh = attributes.length - 5;
boundingSphereAttributeIndices.center3DLow = attributes.length - 4;
boundingSphereAttributeIndices.center2DHigh = attributes.length - 3;
boundingSphereAttributeIndices.center2DLow = attributes.length - 2;
boundingSphereAttributeIndices.radius = attributes.length - 1;
}
if (names.indexOf("offset") !== -1) {
attributes.push({
functionName: "czm_batchTable_offset2D",
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
});
offset2DIndex = attributes.length - 1;
}
attributes.push({
functionName: "czm_batchTable_pickColor",
componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
componentsPerAttribute: 4,
normalize: true,
});
const attributesLength = attributes.length;
const batchTable = new BatchTable(context, attributes, numberOfInstances);
for (i = 0; i < numberOfInstances; ++i) {
const instance = instances[i];
instanceAttributes = instance.attributes;
for (let j = 0; j < length; ++j) {
name = names[j];
attribute = instanceAttributes[name];
const value = getAttributeValue(attribute.value);
const attributeIndex = attributeIndices[name];
batchTable.setBatchedAttribute(i, attributeIndex, value);
}
const pickObject = {
primitive: defaultValue(instance.pickPrimitive, primitive),
};
if (defined(instance.id)) {
pickObject.id = instance.id;
}
const pickId = context.createPickId(pickObject);
primitive._pickIds.push(pickId);
const pickColor = pickId.color;
const color = scratchGetAttributeCartesian4;
color.x = Color.floatToByte(pickColor.red);
color.y = Color.floatToByte(pickColor.green);
color.z = Color.floatToByte(pickColor.blue);
color.w = Color.floatToByte(pickColor.alpha);
batchTable.setBatchedAttribute(i, attributesLength - 1, color);
}
primitive._batchTable = batchTable;
primitive._batchTableAttributeIndices = attributeIndices;
primitive._batchTableBoundingSphereAttributeIndices =
boundingSphereAttributeIndices;
primitive._batchTableOffsetAttribute2DIndex = offset2DIndex;
}
function cloneAttribute(attribute) {
let clonedValues;
if (Array.isArray(attribute.values)) {
clonedValues = attribute.values.slice(0);
} else {
clonedValues = new attribute.values.constructor(attribute.values);
}
return new GeometryAttribute({
componentDatatype: attribute.componentDatatype,
componentsPerAttribute: attribute.componentsPerAttribute,
normalize: attribute.normalize,
values: clonedValues,
});
}
function cloneGeometry(geometry) {
const attributes = geometry.attributes;
const newAttributes = new GeometryAttributes();
for (const property in attributes) {
if (attributes.hasOwnProperty(property) && defined(attributes[property])) {
newAttributes[property] = cloneAttribute(attributes[property]);
}
}
let indices;
if (defined(geometry.indices)) {
const sourceValues = geometry.indices;
if (Array.isArray(sourceValues)) {
indices = sourceValues.slice(0);
} else {
indices = new sourceValues.constructor(sourceValues);
}
}
return new Geometry({
attributes: newAttributes,
indices: indices,
primitiveType: geometry.primitiveType,
boundingSphere: BoundingSphere.clone(geometry.boundingSphere),
});
}
function cloneInstance(instance, geometry) {
return {
geometry: geometry,
attributes: instance.attributes,
modelMatrix: Matrix4.clone(instance.modelMatrix),
pickPrimitive: instance.pickPrimitive,
id: instance.id,
};
}
const positionRegex = /in\s+vec(?:3|4)\s+(.*)3DHigh;/g;
Primitive._modifyShaderPosition = function (
primitive,
vertexShaderSource,
scene3DOnly,
) {
let match;
let forwardDecl = "";
let attributes = "";
let computeFunctions = "";
while ((match = positionRegex.exec(vertexShaderSource)) !== null) {
const name = match[1];
const functionName = `vec4 czm_compute${name[0].toUpperCase()}${name.substr(
1,
)}()`;
// Don't forward-declare czm_computePosition because computePosition.glsl already does.
if (functionName !== "vec4 czm_computePosition()") {
forwardDecl += `${functionName};\n`;
}
if (!defined(primitive.rtcCenter)) {
// Use GPU RTE
if (!scene3DOnly) {
attributes += `in vec3 ${name}2DHigh;\nin vec3 ${name}2DLow;\n`;
computeFunctions +=
`${functionName}\n` +
`{\n` +
` vec4 p;\n` +
` if (czm_morphTime == 1.0)\n` +
` {\n` +
` p = czm_translateRelativeToEye(${name}3DHigh, ${name}3DLow);\n` +
` }\n` +
` else if (czm_morphTime == 0.0)\n` +
` {\n` +
` p = czm_translateRelativeToEye(${name}2DHigh.zxy, ${name}2DLow.zxy);\n` +
` }\n` +
` else\n` +
` {\n` +
` p = czm_columbusViewMorph(\n` +
` czm_translateRelativeToEye(${name}2DHigh.zxy, ${name}2DLow.zxy),\n` +
` czm_translateRelativeToEye(${name}3DHigh, ${name}3DLow),\n` +
` czm_morphTime);\n` +
` }\n` +
` return p;\n` +
`}\n\n`;
} else {
computeFunctions +=
`${functionName}\n` +
`{\n` +
` return czm_translateRelativeToEye(${name}3DHigh, ${name}3DLow);\n` +
`}\n\n`;
}
} else {
// Use RTC
vertexShaderSource = vertexShaderSource.replace(
/in\s+vec(?:3|4)\s+position3DHigh;/g,
"",
);
vertexShaderSource = vertexShaderSource.replace(
/in\s+vec(?:3|4)\s+position3DLow;/g,
"",
);
forwardDecl += "uniform mat4 u_modifiedModelView;\n";
attributes += "in vec4 position;\n";
computeFunctions +=
`${functionName}\n` +
`{\n` +
` return u_modifiedModelView * position;\n` +
`}\n\n`;
vertexShaderSource = vertexShaderSource.replace(
/czm_modelViewRelativeToEye\s+\*\s+/g,
"",
);
vertexShaderSource = vertexShaderSource.replace(
/czm_modelViewProjectionRelativeToEye/g,
"czm_projection",
);
}
}
return [forwardDecl, attributes, vertexShaderSource, computeFunctions].join(
"\n",
);
};
Primitive._appendShowToShader = function (primitive, vertexShaderSource) {
if (!defined(primitive._batchTableAttributeIndices.show)) {
return vertexShaderSource;
}
const renamedVS = ShaderSource.replaceMain(
vertexShaderSource,
"czm_non_show_main",
);
const showMain =
"void main() \n" +
"{ \n" +
" czm_non_show_main(); \n" +
" gl_Position *= czm_batchTable_show(batchId); \n" +
"}";
return `${renamedVS}\n${showMain}`;
};
Primitive._updateColorAttribute = function (
primitive,
vertexShaderSource,
isDepthFail,
) {
// some appearances have a color attribute for per vertex color.
// only remove if color is a per instance attribute.
if (
!defined(primitive._batchTableAttributeIndices.color) &&
!defined(primitive._batchTableAttributeIndices.depthFailColor)
) {
return vertexShaderSource;
}
if (vertexShaderSource.search(/in\s+vec4\s+color;/g) === -1) {
return vertexShaderSource;
}
//>>includeStart('debug', pragmas.debug);
if (
isDepthFail &&
!defined(primitive._batchTableAttributeIndices.depthFailColor)
) {
throw new DeveloperError(
"A depthFailColor per-instance attribute is required when using a depth fail appearance that uses a color attribute.",
);
}
//>>includeEnd('debug');
let modifiedVS = vertexShaderSource;
modifiedVS = modifiedVS.replace(/in\s+vec4\s+color;/g, "");
if (!isDepthFail) {
modifiedVS = modifiedVS.replace(
/(\b)color(\b)/g,
"$1czm_batchTable_color(batchId)$2",
);
} else {
modifiedVS = modifiedVS.replace(
/(\b)color(\b)/g,
"$1czm_batchTable_depthFailColor(batchId)$2",
);
}
return modifiedVS;
};
function appendPickToVertexShader(source) {
const renamedVS = ShaderSource.replaceMain(source, "czm_non_pick_main");
const pickMain =
"out vec4 v_pickColor; \n" +
"void main() \n" +
"{ \n" +
" czm_non_pick_main(); \n" +
" v_pickColor = czm_batchTable_pickColor(batchId); \n" +
"}";
return `${renamedVS}\n${pickMain}`;
}
function appendPickToFragmentShader(source) {
return `in vec4 v_pickColor;\n${source}`;
}
Primitive._updatePickColorAttribute = function (source) {
let vsPick = source.replace(/in\s+vec4\s+pickColor;/g, "");
vsPick = vsPick.replace(
/(\b)pickColor(\b)/g,
"$1czm_batchTable_pickColor(batchId)$2",
);
return vsPick;
};
Primitive._appendOffsetToShader = function (primitive, vertexShaderSource) {
if (!defined(primitive._batchTableAttributeIndices.offset)) {
return vertexShaderSource;
}
let attr = "in float batchId;\n";
attr += "in float applyOffset;";
let modifiedShader = vertexShaderSource.replace(
/in\s+float\s+batchId;/g,
attr,
);
let str = "vec4 $1 = czm_computePosition();\n";
str += " if (czm_sceneMode == czm_sceneMode3D)\n";
str += " {\n";
str +=
" $1 = $1 + vec4(czm_batchTable_offset(batchId) * applyOffset, 0.0);";
str += " }\n";
str += " else\n";
str += " {\n";
str +=
" $1 = $1 + vec4(czm_batchTable_offset2D(batchId) * applyOffset, 0.0);";
str += " }\n";
modifiedShader = modifiedShader.replace(
/vec4\s+([A-Za-z0-9_]+)\s+=\s+czm_computePosition\(\);/g,
str,
);
return modifiedShader;
};
Primitive._appendDistanceDisplayConditionToShader = function (
primitive,
vertexShaderSource,
scene3DOnly,
) {
if (
!defined(primitive._batchTableAttributeIndices.distanceDisplayCondition)
) {
return vertexShaderSource;
}
const renamedVS = ShaderSource.replaceMain(
vertexShaderSource,
"czm_non_distanceDisplayCondition_main",
);
let distanceDisplayConditionMain =
"void main() \n" +
"{ \n" +
" czm_non_distanceDisplayCondition_main(); \n" +
" vec2 distanceDisplayCondition = czm_batchTable_distanceDisplayCondition(batchId);\n" +
" vec3 boundingSphereCenter3DHigh = czm_batchTable_boundingSphereCenter3DHigh(batchId);\n" +
" vec3 boundingSphereCenter3DLow = czm_batchTable_boundingSphereCenter3DLow(batchId);\n" +
" float boundingSphereRadius = czm_batchTable_boundingSphereRadius(batchId);\n";
if (!scene3DOnly) {
distanceDisplayConditionMain +=
" vec3 boundingSphereCenter2DHigh = czm_batchTable_boundingSphereCenter2DHigh(batchId);\n" +
" vec3 boundingSphereCenter2DLow = czm_batchTable_boundingSphereCenter2DLow(batchId);\n" +
" vec4 centerRTE;\n" +
" if (czm_morphTime == 1.0)\n" +
" {\n" +
" centerRTE = czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow);\n" +
" }\n" +
" else if (czm_morphTime == 0.0)\n" +
" {\n" +
" centerRTE = czm_translateRelativeToEye(boundingSphereCenter2DHigh.zxy, boundingSphereCenter2DLow.zxy);\n" +
" }\n" +
" else\n" +
" {\n" +
" centerRTE = czm_columbusViewMorph(\n" +
" czm_translateRelativeToEye(boundingSphereCenter2DHigh.zxy, boundingSphereCenter2DLow.zxy),\n" +
" czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow),\n" +
" czm_morphTime);\n" +
" }\n";
} else {
distanceDisplayConditionMain +=
" vec4 centerRTE = czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow);\n";
}
distanceDisplayConditionMain +=
" float radiusSq = boundingSphereRadius * boundingSphereRadius; \n" +
" float distanceSq; \n" +
" if (czm_sceneMode == czm_sceneMode2D) \n" +
" { \n" +
" distanceSq = czm_eyeHeight2D.y - radiusSq; \n" +
" } \n" +
" else \n" +