import BoundingSphere from "../Core/BoundingSphere.js"; import Cartesian2 from "../Core/Cartesian2.js"; import Cartesian3 from "../Core/Cartesian3.js"; import Check from "../Core/Check.js"; import clone from "../Core/clone.js"; import Color from "../Core/Color.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 Matrix4 from "../Core/Matrix4.js"; import PrimitiveType from "../Core/PrimitiveType.js"; import Resource from "../Core/Resource.js"; import RuntimeError from "../Core/RuntimeError.js"; import Transforms from "../Core/Transforms.js"; import Buffer from "../Renderer/Buffer.js"; import BufferUsage from "../Renderer/BufferUsage.js"; import DrawCommand from "../Renderer/DrawCommand.js"; import Pass from "../Renderer/Pass.js"; import RenderState from "../Renderer/RenderState.js"; import ShaderSource from "../Renderer/ShaderSource.js"; import ForEach from "../ThirdParty/GltfPipeline/ForEach.js"; import when from "../ThirdParty/when.js"; import Model from "./Model.js"; import ModelInstance from "./ModelInstance.js"; import ModelUtility from "./ModelUtility.js"; import SceneMode from "./SceneMode.js"; import ShadowMode from "./ShadowMode.js"; var LoadState = { NEEDS_LOAD: 0, LOADING: 1, LOADED: 2, FAILED: 3, }; /** * A 3D model instance collection. All instances reference the same underlying model, but have unique * per-instance properties like model matrix, pick id, etc. * * Instances are rendered relative-to-center and for best results instances should be positioned close to one another. * Otherwise there may be precision issues if, for example, instances are placed on opposite sides of the globe. * * @alias ModelInstanceCollection * @constructor * * @param {Object} options Object with the following properties: * @param {Object[]} [options.instances] An array of instances, where each instance contains a modelMatrix and optional batchId when options.batchTable is defined. * @param {Cesium3DTileBatchTable} [options.batchTable] The batch table of the instanced 3D Tile. * @param {Resource|String} [options.url] The url to the .gltf file. * @param {Object} [options.requestType] The request type, used for request prioritization * @param {Object|ArrayBuffer|Uint8Array} [options.gltf] A glTF JSON object, or a binary glTF buffer. * @param {Resource|String} [options.basePath=''] The base path that paths in the glTF JSON are relative to. * @param {Boolean} [options.dynamic=false] Hint if instance model matrices will be updated frequently. * @param {Boolean} [options.show=true] Determines if the collection will be shown. * @param {Boolean} [options.allowPicking=true] When true, each instance is pickable with {@link Scene#pick}. * @param {Boolean} [options.asynchronous=true] Determines if model WebGL resource creation will be spread out over several frames or block until completion once all glTF files are loaded. * @param {Boolean} [options.incrementallyLoadTextures=true] Determine if textures may continue to stream in after the model is loaded. * @param {ShadowMode} [options.shadows=ShadowMode.ENABLED] Determines whether the collection casts or receives shadows from light sources. * @param {Cartesian2} [options.imageBasedLightingFactor=new Cartesian2(1.0, 1.0)] Scales the diffuse and specular image-based lighting from the earth, sky, atmosphere and star skybox. * @param {Cartesian3} [options.lightColor] The light color when shading models. When undefined the scene's light color is used instead. * @param {Number} [options.luminanceAtZenith=0.2] The sun's luminance at the zenith in kilo candela per meter squared to use for this model's procedural environment map. * @param {Cartesian3[]} [options.sphericalHarmonicCoefficients] The third order spherical harmonic coefficients used for the diffuse color of image-based lighting. * @param {String} [options.specularEnvironmentMaps] A URL to a KTX file that contains a cube map of the specular lighting and the convoluted specular mipmaps. * @param {Boolean} [options.backFaceCulling=true] Whether to cull back-facing geometry. When true, back face culling is determined by the glTF material's doubleSided property; when false, back face culling is disabled. * @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Draws the bounding sphere for the collection. * @param {Boolean} [options.debugWireframe=false] For debugging only. Draws the instances in wireframe. * * @exception {DeveloperError} Must specify either or , but not both. * @exception {DeveloperError} Shader program cannot be optimized for instancing. Parameters cannot have any of the following semantics: MODEL, MODELINVERSE, MODELVIEWINVERSE, MODELVIEWPROJECTIONINVERSE, MODELINVERSETRANSPOSE. * * @private */ function ModelInstanceCollection(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); //>>includeStart('debug', pragmas.debug); if (!defined(options.gltf) && !defined(options.url)) { throw new DeveloperError("Either options.gltf or options.url is required."); } if (defined(options.gltf) && defined(options.url)) { throw new DeveloperError( "Cannot pass in both options.gltf and options.url." ); } //>>includeEnd('debug'); this.show = defaultValue(options.show, true); this._instancingSupported = false; this._dynamic = defaultValue(options.dynamic, false); this._allowPicking = defaultValue(options.allowPicking, true); this._ready = false; this._readyPromise = when.defer(); this._state = LoadState.NEEDS_LOAD; this._dirty = false; // Undocumented options this._cull = defaultValue(options.cull, true); this._opaquePass = defaultValue(options.opaquePass, Pass.OPAQUE); this._instances = createInstances(this, options.instances); // When the model instance collection is backed by an i3dm tile, // use its batch table resources to modify the shaders, attributes, and uniform maps. this._batchTable = options.batchTable; this._model = undefined; this._vertexBufferTypedArray = undefined; // Hold onto the vertex buffer contents when dynamic is true this._vertexBuffer = undefined; this._batchIdBuffer = undefined; this._instancedUniformsByProgram = undefined; this._drawCommands = []; this._modelCommands = undefined; this._renderStates = undefined; this._disableCullingRenderStates = undefined; this._boundingSphere = createBoundingSphere(this); this._center = Cartesian3.clone(this._boundingSphere.center); this._rtcTransform = new Matrix4(); this._rtcModelView = new Matrix4(); // Holds onto uniform this._mode = undefined; this.modelMatrix = Matrix4.clone(Matrix4.IDENTITY); this._modelMatrix = Matrix4.clone(this.modelMatrix); // Passed on to Model this._url = Resource.createIfNeeded(options.url); this._requestType = options.requestType; this._gltf = options.gltf; this._basePath = Resource.createIfNeeded(options.basePath); this._asynchronous = options.asynchronous; this._incrementallyLoadTextures = options.incrementallyLoadTextures; this._upAxis = options.upAxis; // Undocumented option this._forwardAxis = options.forwardAxis; // Undocumented option this.shadows = defaultValue(options.shadows, ShadowMode.ENABLED); this._shadows = this.shadows; this._pickIdLoaded = options.pickIdLoaded; this.debugShowBoundingVolume = defaultValue( options.debugShowBoundingVolume, false ); this._debugShowBoundingVolume = false; this.debugWireframe = defaultValue(options.debugWireframe, false); this._debugWireframe = false; this._imageBasedLightingFactor = new Cartesian2(1.0, 1.0); Cartesian2.clone( options.imageBasedLightingFactor, this._imageBasedLightingFactor ); this.lightColor = options.lightColor; this.luminanceAtZenith = options.luminanceAtZenith; this.sphericalHarmonicCoefficients = options.sphericalHarmonicCoefficients; this.specularEnvironmentMaps = options.specularEnvironmentMaps; this.backFaceCulling = defaultValue(options.backFaceCulling, true); this._backFaceCulling = this.backFaceCulling; } Object.defineProperties(ModelInstanceCollection.prototype, { allowPicking: { get: function () { return this._allowPicking; }, }, length: { get: function () { return this._instances.length; }, }, activeAnimations: { get: function () { return this._model.activeAnimations; }, }, ready: { get: function () { return this._ready; }, }, readyPromise: { get: function () { return this._readyPromise.promise; }, }, imageBasedLightingFactor: { get: function () { return this._imageBasedLightingFactor; }, set: function (value) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object("imageBasedLightingFactor", value); Check.typeOf.number.greaterThanOrEquals( "imageBasedLightingFactor.x", value.x, 0.0 ); Check.typeOf.number.lessThanOrEquals( "imageBasedLightingFactor.x", value.x, 1.0 ); Check.typeOf.number.greaterThanOrEquals( "imageBasedLightingFactor.y", value.y, 0.0 ); Check.typeOf.number.lessThanOrEquals( "imageBasedLightingFactor.y", value.y, 1.0 ); //>>includeEnd('debug'); Cartesian2.clone(value, this._imageBasedLightingFactor); }, }, }); function createInstances(collection, instancesOptions) { instancesOptions = defaultValue(instancesOptions, []); var length = instancesOptions.length; var instances = new Array(length); for (var i = 0; i < length; ++i) { var instanceOptions = instancesOptions[i]; var modelMatrix = instanceOptions.modelMatrix; var instanceId = defaultValue(instanceOptions.batchId, i); instances[i] = new ModelInstance(collection, modelMatrix, instanceId); } return instances; } function createBoundingSphere(collection) { var instancesLength = collection.length; var points = new Array(instancesLength); for (var i = 0; i < instancesLength; ++i) { points[i] = Matrix4.getTranslation( collection._instances[i]._modelMatrix, new Cartesian3() ); } return BoundingSphere.fromPoints(points); } var scratchCartesian = new Cartesian3(); var scratchMatrix = new Matrix4(); ModelInstanceCollection.prototype.expandBoundingSphere = function ( instanceModelMatrix ) { var translation = Matrix4.getTranslation( instanceModelMatrix, scratchCartesian ); BoundingSphere.expand( this._boundingSphere, translation, this._boundingSphere ); }; function getCheckUniformSemanticFunction( modelSemantics, supportedSemantics, programId, uniformMap ) { return function (uniform, uniformName) { var semantic = uniform.semantic; if (defined(semantic) && modelSemantics.indexOf(semantic) > -1) { if (supportedSemantics.indexOf(semantic) > -1) { uniformMap[uniformName] = semantic; } else { throw new RuntimeError( "Shader program cannot be optimized for instancing. " + 'Uniform "' + uniformName + '" in program "' + programId + '" uses unsupported semantic "' + semantic + '"' ); } } }; } function getInstancedUniforms(collection, programId) { if (defined(collection._instancedUniformsByProgram)) { return collection._instancedUniformsByProgram[programId]; } var instancedUniformsByProgram = {}; collection._instancedUniformsByProgram = instancedUniformsByProgram; // When using CESIUM_RTC_MODELVIEW the CESIUM_RTC center is ignored. Instances are always rendered relative-to-center. var modelSemantics = [ "MODEL", "MODELVIEW", "CESIUM_RTC_MODELVIEW", "MODELVIEWPROJECTION", "MODELINVERSE", "MODELVIEWINVERSE", "MODELVIEWPROJECTIONINVERSE", "MODELINVERSETRANSPOSE", "MODELVIEWINVERSETRANSPOSE", ]; var supportedSemantics = [ "MODELVIEW", "CESIUM_RTC_MODELVIEW", "MODELVIEWPROJECTION", "MODELVIEWINVERSETRANSPOSE", ]; var techniques = collection._model._sourceTechniques; for (var techniqueId in techniques) { if (techniques.hasOwnProperty(techniqueId)) { var technique = techniques[techniqueId]; var program = technique.program; // Different techniques may share the same program, skip if already processed. // This assumes techniques that share a program do not declare different semantics for the same uniforms. if (!defined(instancedUniformsByProgram[program])) { var uniformMap = {}; instancedUniformsByProgram[program] = uniformMap; ForEach.techniqueUniform( technique, getCheckUniformSemanticFunction( modelSemantics, supportedSemantics, programId, uniformMap ) ); } } } return instancedUniformsByProgram[programId]; } function getVertexShaderCallback(collection) { return function (vs, programId) { var instancedUniforms = getInstancedUniforms(collection, programId); var usesBatchTable = defined(collection._batchTable); var renamedSource = ShaderSource.replaceMain(vs, "czm_instancing_main"); var globalVarsHeader = ""; var globalVarsMain = ""; for (var uniform in instancedUniforms) { if (instancedUniforms.hasOwnProperty(uniform)) { var semantic = instancedUniforms[uniform]; var varName; if (semantic === "MODELVIEW" || semantic === "CESIUM_RTC_MODELVIEW") { varName = "czm_instanced_modelView"; } else if (semantic === "MODELVIEWPROJECTION") { varName = "czm_instanced_modelViewProjection"; globalVarsHeader += "mat4 czm_instanced_modelViewProjection;\n"; globalVarsMain += "czm_instanced_modelViewProjection = czm_projection * czm_instanced_modelView;\n"; } else if (semantic === "MODELVIEWINVERSETRANSPOSE") { varName = "czm_instanced_modelViewInverseTranspose"; globalVarsHeader += "mat3 czm_instanced_modelViewInverseTranspose;\n"; globalVarsMain += "czm_instanced_modelViewInverseTranspose = mat3(czm_instanced_modelView);\n"; } // Remove the uniform declaration var regex = new RegExp("uniform.*" + uniform + ".*"); renamedSource = renamedSource.replace(regex, ""); // Replace all occurrences of the uniform with the global variable regex = new RegExp(uniform + "\\b", "g"); renamedSource = renamedSource.replace(regex, varName); } } // czm_instanced_model is the model matrix of the instance relative to center // czm_instanced_modifiedModelView is the transform from the center to view // czm_instanced_nodeTransform is the local offset of the node within the model var uniforms = "uniform mat4 czm_instanced_modifiedModelView;\n" + "uniform mat4 czm_instanced_nodeTransform;\n"; var batchIdAttribute; var pickAttribute; var pickVarying; if (usesBatchTable) { batchIdAttribute = "attribute float a_batchId;\n"; pickAttribute = ""; pickVarying = ""; } else { batchIdAttribute = ""; pickAttribute = "attribute vec4 pickColor;\n" + "varying vec4 v_pickColor;\n"; pickVarying = " v_pickColor = pickColor;\n"; } var instancedSource = uniforms + globalVarsHeader + "mat4 czm_instanced_modelView;\n" + "attribute vec4 czm_modelMatrixRow0;\n" + "attribute vec4 czm_modelMatrixRow1;\n" + "attribute vec4 czm_modelMatrixRow2;\n" + batchIdAttribute + pickAttribute + renamedSource + "void main()\n" + "{\n" + " mat4 czm_instanced_model = mat4(czm_modelMatrixRow0.x, czm_modelMatrixRow1.x, czm_modelMatrixRow2.x, 0.0, czm_modelMatrixRow0.y, czm_modelMatrixRow1.y, czm_modelMatrixRow2.y, 0.0, czm_modelMatrixRow0.z, czm_modelMatrixRow1.z, czm_modelMatrixRow2.z, 0.0, czm_modelMatrixRow0.w, czm_modelMatrixRow1.w, czm_modelMatrixRow2.w, 1.0);\n" + " czm_instanced_modelView = czm_instanced_modifiedModelView * czm_instanced_model * czm_instanced_nodeTransform;\n" + globalVarsMain + " czm_instancing_main();\n" + pickVarying + "}\n"; if (usesBatchTable) { var gltf = collection._model.gltf; var diffuseAttributeOrUniformName = ModelUtility.getDiffuseAttributeOrUniform( gltf, programId ); instancedSource = collection._batchTable.getVertexShaderCallback( true, "a_batchId", diffuseAttributeOrUniformName )(instancedSource); } return instancedSource; }; } function getFragmentShaderCallback(collection) { return function (fs, programId) { var batchTable = collection._batchTable; if (defined(batchTable)) { var gltf = collection._model.gltf; var diffuseAttributeOrUniformName = ModelUtility.getDiffuseAttributeOrUniform( gltf, programId ); fs = batchTable.getFragmentShaderCallback( true, diffuseAttributeOrUniformName, false )(fs); } else { fs = "varying vec4 v_pickColor;\n" + fs; } return fs; }; } function createModifiedModelView(collection, context) { return function () { return Matrix4.multiply( context.uniformState.view, collection._rtcTransform, collection._rtcModelView ); }; } function createNodeTransformFunction(node) { return function () { return node.computedMatrix; }; } function getUniformMapCallback(collection, context) { return function (uniformMap, programId, node) { uniformMap = clone(uniformMap); uniformMap.czm_instanced_modifiedModelView = createModifiedModelView( collection, context ); uniformMap.czm_instanced_nodeTransform = createNodeTransformFunction(node); // Remove instanced uniforms from the uniform map var instancedUniforms = getInstancedUniforms(collection, programId); for (var uniform in instancedUniforms) { if (instancedUniforms.hasOwnProperty(uniform)) { delete uniformMap[uniform]; } } if (defined(collection._batchTable)) { uniformMap = collection._batchTable.getUniformMapCallback()(uniformMap); } return uniformMap; }; } function getVertexShaderNonInstancedCallback(collection) { return function (vs, programId) { if (defined(collection._batchTable)) { var gltf = collection._model.gltf; var diffuseAttributeOrUniformName = ModelUtility.getDiffuseAttributeOrUniform( gltf, programId ); vs = collection._batchTable.getVertexShaderCallback( true, "a_batchId", diffuseAttributeOrUniformName )(vs); // Treat a_batchId as a uniform rather than a vertex attribute vs = "uniform float a_batchId\n;" + vs; } return vs; }; } function getFragmentShaderNonInstancedCallback(collection) { return function (fs, programId) { var batchTable = collection._batchTable; if (defined(batchTable)) { var gltf = collection._model.gltf; var diffuseAttributeOrUniformName = ModelUtility.getDiffuseAttributeOrUniform( gltf, programId ); fs = batchTable.getFragmentShaderCallback( true, diffuseAttributeOrUniformName, false )(fs); } else { fs = "uniform vec4 czm_pickColor;\n" + fs; } return fs; }; } function getUniformMapNonInstancedCallback(collection) { return function (uniformMap) { if (defined(collection._batchTable)) { uniformMap = collection._batchTable.getUniformMapCallback()(uniformMap); } return uniformMap; }; } function getVertexBufferTypedArray(collection) { var instances = collection._instances; var instancesLength = collection.length; var collectionCenter = collection._center; var vertexSizeInFloats = 12; var bufferData = collection._vertexBufferTypedArray; if (!defined(bufferData)) { bufferData = new Float32Array(instancesLength * vertexSizeInFloats); } if (collection._dynamic) { // Hold onto the buffer data so we don't have to allocate new memory every frame. collection._vertexBufferTypedArray = bufferData; } for (var i = 0; i < instancesLength; ++i) { var modelMatrix = instances[i]._modelMatrix; // Instance matrix is relative to center var instanceMatrix = Matrix4.clone(modelMatrix, scratchMatrix); instanceMatrix[12] -= collectionCenter.x; instanceMatrix[13] -= collectionCenter.y; instanceMatrix[14] -= collectionCenter.z; var offset = i * vertexSizeInFloats; // First three rows of the model matrix bufferData[offset + 0] = instanceMatrix[0]; bufferData[offset + 1] = instanceMatrix[4]; bufferData[offset + 2] = instanceMatrix[8]; bufferData[offset + 3] = instanceMatrix[12]; bufferData[offset + 4] = instanceMatrix[1]; bufferData[offset + 5] = instanceMatrix[5]; bufferData[offset + 6] = instanceMatrix[9]; bufferData[offset + 7] = instanceMatrix[13]; bufferData[offset + 8] = instanceMatrix[2]; bufferData[offset + 9] = instanceMatrix[6]; bufferData[offset + 10] = instanceMatrix[10]; bufferData[offset + 11] = instanceMatrix[14]; } return bufferData; } function createVertexBuffer(collection, context) { var i; var instances = collection._instances; var instancesLength = collection.length; var dynamic = collection._dynamic; var usesBatchTable = defined(collection._batchTable); if (usesBatchTable) { var batchIdBufferData = new Uint16Array(instancesLength); for (i = 0; i < instancesLength; ++i) { batchIdBufferData[i] = instances[i]._instanceId; } collection._batchIdBuffer = Buffer.createVertexBuffer({ context: context, typedArray: batchIdBufferData, usage: BufferUsage.STATIC_DRAW, }); } if (!usesBatchTable) { var pickIdBuffer = new Uint8Array(instancesLength * 4); for (i = 0; i < instancesLength; ++i) { var pickId = collection._pickIds[i]; var pickColor = pickId.color; var offset = i * 4; pickIdBuffer[offset] = Color.floatToByte(pickColor.red); pickIdBuffer[offset + 1] = Color.floatToByte(pickColor.green); pickIdBuffer[offset + 2] = Color.floatToByte(pickColor.blue); pickIdBuffer[offset + 3] = Color.floatToByte(pickColor.alpha); } collection._pickIdBuffer = Buffer.createVertexBuffer({ context: context, typedArray: pickIdBuffer, usage: BufferUsage.STATIC_DRAW, }); } var vertexBufferTypedArray = getVertexBufferTypedArray(collection); collection._vertexBuffer = Buffer.createVertexBuffer({ context: context, typedArray: vertexBufferTypedArray, usage: dynamic ? BufferUsage.STREAM_DRAW : BufferUsage.STATIC_DRAW, }); } function updateVertexBuffer(collection) { var vertexBufferTypedArray = getVertexBufferTypedArray(collection); collection._vertexBuffer.copyFromArrayView(vertexBufferTypedArray); } function createPickIds(collection, context) { // PERFORMANCE_IDEA: we could skip the pick buffer completely by allocating // a continuous range of pickIds and then converting the base pickId + batchId // to RGBA in the shader. The only consider is precision issues, which might // not be an issue in WebGL 2. var instances = collection._instances; var instancesLength = instances.length; var pickIds = new Array(instancesLength); for (var i = 0; i < instancesLength; ++i) { pickIds[i] = context.createPickId(instances[i]); } return pickIds; } function createModel(collection, context) { var instancingSupported = collection._instancingSupported; var usesBatchTable = defined(collection._batchTable); var allowPicking = collection._allowPicking; var modelOptions = { url: collection._url, requestType: collection._requestType, gltf: collection._gltf, basePath: collection._basePath, shadows: collection._shadows, cacheKey: undefined, asynchronous: collection._asynchronous, allowPicking: allowPicking, incrementallyLoadTextures: collection._incrementallyLoadTextures, upAxis: collection._upAxis, forwardAxis: collection._forwardAxis, precreatedAttributes: undefined, vertexShaderLoaded: undefined, fragmentShaderLoaded: undefined, uniformMapLoaded: undefined, pickIdLoaded: collection._pickIdLoaded, ignoreCommands: true, opaquePass: collection._opaquePass, imageBasedLightingFactor: collection.imageBasedLightingFactor, lightColor: collection.lightColor, luminanceAtZenith: collection.luminanceAtZenith, sphericalHarmonicCoefficients: collection.sphericalHarmonicCoefficients, specularEnvironmentMaps: collection.specularEnvironmentMaps, }; if (!usesBatchTable) { collection._pickIds = createPickIds(collection, context); } if (instancingSupported) { createVertexBuffer(collection, context); var vertexSizeInFloats = 12; var componentSizeInBytes = ComponentDatatype.getSizeInBytes( ComponentDatatype.FLOAT ); var instancedAttributes = { czm_modelMatrixRow0: { index: 0, // updated in Model vertexBuffer: collection._vertexBuffer, componentsPerAttribute: 4, componentDatatype: ComponentDatatype.FLOAT, normalize: false, offsetInBytes: 0, strideInBytes: componentSizeInBytes * vertexSizeInFloats, instanceDivisor: 1, }, czm_modelMatrixRow1: { index: 0, // updated in Model vertexBuffer: collection._vertexBuffer, componentsPerAttribute: 4, componentDatatype: ComponentDatatype.FLOAT, normalize: false, offsetInBytes: componentSizeInBytes * 4, strideInBytes: componentSizeInBytes * vertexSizeInFloats, instanceDivisor: 1, }, czm_modelMatrixRow2: { index: 0, // updated in Model vertexBuffer: collection._vertexBuffer, componentsPerAttribute: 4, componentDatatype: ComponentDatatype.FLOAT, normalize: false, offsetInBytes: componentSizeInBytes * 8, strideInBytes: componentSizeInBytes * vertexSizeInFloats, instanceDivisor: 1, }, }; // When using a batch table, add a batch id attribute if (usesBatchTable) { instancedAttributes.a_batchId = { index: 0, // updated in Model vertexBuffer: collection._batchIdBuffer, componentsPerAttribute: 1, componentDatatype: ComponentDatatype.UNSIGNED_SHORT, normalize: false, offsetInBytes: 0, strideInBytes: 0, instanceDivisor: 1, }; } if (!usesBatchTable) { instancedAttributes.pickColor = { index: 0, // updated in Model vertexBuffer: collection._pickIdBuffer, componentsPerAttribute: 4, componentDatatype: ComponentDatatype.UNSIGNED_BYTE, normalize: true, offsetInBytes: 0, strideInBytes: 0, instanceDivisor: 1, }; } modelOptions.precreatedAttributes = instancedAttributes; modelOptions.vertexShaderLoaded = getVertexShaderCallback(collection); modelOptions.fragmentShaderLoaded = getFragmentShaderCallback(collection); modelOptions.uniformMapLoaded = getUniformMapCallback(collection, context); if (defined(collection._url)) { modelOptions.cacheKey = collection._url.getUrlComponent() + "#instanced"; } } else { modelOptions.vertexShaderLoaded = getVertexShaderNonInstancedCallback( collection ); modelOptions.fragmentShaderLoaded = getFragmentShaderNonInstancedCallback( collection ); modelOptions.uniformMapLoaded = getUniformMapNonInstancedCallback( collection, context ); } if (defined(collection._url)) { collection._model = Model.fromGltf(modelOptions); } else { collection._model = new Model(modelOptions); } } function updateWireframe(collection, force) { if (collection._debugWireframe !== collection.debugWireframe || force) { collection._debugWireframe = collection.debugWireframe; // This assumes the original primitive was TRIANGLES and that the triangles // are connected for the wireframe to look perfect. var primitiveType = collection.debugWireframe ? PrimitiveType.LINES : PrimitiveType.TRIANGLES; var commands = collection._drawCommands; var length = commands.length; for (var i = 0; i < length; ++i) { commands[i].primitiveType = primitiveType; } } } function getDisableCullingRenderState(renderState) { var rs = clone(renderState, true); rs.cull.enabled = false; return RenderState.fromCache(rs); } function updateBackFaceCulling(collection, force) { if (collection._backFaceCulling !== collection.backFaceCulling || force) { collection._backFaceCulling = collection.backFaceCulling; var commands = collection._drawCommands; var length = commands.length; var i; if (!defined(collection._disableCullingRenderStates)) { collection._disableCullingRenderStates = new Array(length); collection._renderStates = new Array(length); for (i = 0; i < length; ++i) { var renderState = commands[i].renderState; var derivedRenderState = getDisableCullingRenderState(renderState); collection._disableCullingRenderStates[i] = derivedRenderState; collection._renderStates[i] = renderState; } } for (i = 0; i < length; ++i) { commands[i].renderState = collection._backFaceCulling ? collection._renderStates[i] : collection._disableCullingRenderStates[i]; } } } function updateShowBoundingVolume(collection, force) { if ( collection.debugShowBoundingVolume !== collection._debugShowBoundingVolume || force ) { collection._debugShowBoundingVolume = collection.debugShowBoundingVolume; var commands = collection._drawCommands; var length = commands.length; for (var i = 0; i < length; ++i) { commands[i].debugShowBoundingVolume = collection.debugShowBoundingVolume; } } } function createCommands(collection, drawCommands) { var commandsLength = drawCommands.length; var instancesLength = collection.length; var boundingSphere = collection._boundingSphere; var cull = collection._cull; for (var i = 0; i < commandsLength; ++i) { var drawCommand = DrawCommand.shallowClone(drawCommands[i]); drawCommand.instanceCount = instancesLength; drawCommand.boundingVolume = boundingSphere; drawCommand.cull = cull; if (defined(collection._batchTable)) { drawCommand.pickId = collection._batchTable.getPickId(); } else { drawCommand.pickId = "v_pickColor"; } collection._drawCommands.push(drawCommand); } } function createBatchIdFunction(batchId) { return function () { return batchId; }; } function createPickColorFunction(color) { return function () { return color; }; } function createCommandsNonInstanced(collection, drawCommands) { // When instancing is disabled, create commands for every instance. var instances = collection._instances; var commandsLength = drawCommands.length; var instancesLength = collection.length; var batchTable = collection._batchTable; var usesBatchTable = defined(batchTable); var cull = collection._cull; for (var i = 0; i < commandsLength; ++i) { for (var j = 0; j < instancesLength; ++j) { var drawCommand = DrawCommand.shallowClone(drawCommands[i]); drawCommand.modelMatrix = new Matrix4(); // Updated in updateCommandsNonInstanced drawCommand.boundingVolume = new BoundingSphere(); // Updated in updateCommandsNonInstanced drawCommand.cull = cull; drawCommand.uniformMap = clone(drawCommand.uniformMap); if (usesBatchTable) { drawCommand.uniformMap.a_batchId = createBatchIdFunction( instances[j]._instanceId ); } else { var pickId = collection._pickIds[j]; drawCommand.uniformMap.czm_pickColor = createPickColorFunction( pickId.color ); } collection._drawCommands.push(drawCommand); } } } function updateCommandsNonInstanced(collection) { var modelCommands = collection._modelCommands; var commandsLength = modelCommands.length; var instancesLength = collection.length; var collectionTransform = collection._rtcTransform; var collectionCenter = collection._center; for (var i = 0; i < commandsLength; ++i) { var modelCommand = modelCommands[i]; for (var j = 0; j < instancesLength; ++j) { var commandIndex = i * instancesLength + j; var drawCommand = collection._drawCommands[commandIndex]; var instanceMatrix = Matrix4.clone( collection._instances[j]._modelMatrix, scratchMatrix ); instanceMatrix[12] -= collectionCenter.x; instanceMatrix[13] -= collectionCenter.y; instanceMatrix[14] -= collectionCenter.z; instanceMatrix = Matrix4.multiply( collectionTransform, instanceMatrix, scratchMatrix ); var nodeMatrix = modelCommand.modelMatrix; var modelMatrix = drawCommand.modelMatrix; Matrix4.multiply(instanceMatrix, nodeMatrix, modelMatrix); var nodeBoundingSphere = modelCommand.boundingVolume; var boundingSphere = drawCommand.boundingVolume; BoundingSphere.transform( nodeBoundingSphere, instanceMatrix, boundingSphere ); } } } function getModelCommands(model) { var nodeCommands = model._nodeCommands; var length = nodeCommands.length; var drawCommands = []; for (var i = 0; i < length; ++i) { var nc = nodeCommands[i]; if (nc.show) { drawCommands.push(nc.command); } } return drawCommands; } function commandsDirty(model) { var nodeCommands = model._nodeCommands; var length = nodeCommands.length; var commandsDirty = false; for (var i = 0; i < length; i++) { var nc = nodeCommands[i]; if (nc.command.dirty) { nc.command.dirty = false; commandsDirty = true; } } return commandsDirty; } function generateModelCommands(modelInstanceCollection, instancingSupported) { modelInstanceCollection._drawCommands = []; var modelCommands = getModelCommands(modelInstanceCollection._model); if (instancingSupported) { createCommands(modelInstanceCollection, modelCommands); } else { createCommandsNonInstanced(modelInstanceCollection, modelCommands); updateCommandsNonInstanced(modelInstanceCollection); } } function updateShadows(collection, force) { if (collection.shadows !== collection._shadows || force) { collection._shadows = collection.shadows; var castShadows = ShadowMode.castShadows(collection.shadows); var receiveShadows = ShadowMode.receiveShadows(collection.shadows); var drawCommands = collection._drawCommands; var length = drawCommands.length; for (var i = 0; i < length; ++i) { var drawCommand = drawCommands[i]; drawCommand.castShadows = castShadows; drawCommand.receiveShadows = receiveShadows; } } } ModelInstanceCollection.prototype.update = function (frameState) { if (frameState.mode === SceneMode.MORPHING) { return; } if (!this.show) { return; } if (this.length === 0) { return; } var context = frameState.context; if (this._state === LoadState.NEEDS_LOAD) { this._state = LoadState.LOADING; this._instancingSupported = context.instancedArrays; createModel(this, context); var that = this; this._model.readyPromise.otherwise(function (error) { that._state = LoadState.FAILED; that._readyPromise.reject(error); }); } var instancingSupported = this._instancingSupported; var model = this._model; model.imageBasedLightingFactor = this.imageBasedLightingFactor; model.lightColor = this.lightColor; model.luminanceAtZenith = this.luminanceAtZenith; model.sphericalHarmonicCoefficients = this.sphericalHarmonicCoefficients; model.specularEnvironmentMaps = this.specularEnvironmentMaps; model.update(frameState); if (model.ready && this._state === LoadState.LOADING) { this._state = LoadState.LOADED; this._ready = true; // Expand bounding volume to fit the radius of the loaded model including the model's offset from the center var modelRadius = model.boundingSphere.radius + Cartesian3.magnitude(model.boundingSphere.center); this._boundingSphere.radius += modelRadius; this._modelCommands = getModelCommands(model); generateModelCommands(this, instancingSupported); this._readyPromise.resolve(this); return; } if (this._state !== LoadState.LOADED) { return; } var modeChanged = frameState.mode !== this._mode; var modelMatrix = this.modelMatrix; var modelMatrixChanged = !Matrix4.equals(this._modelMatrix, modelMatrix); if (modeChanged || modelMatrixChanged) { this._mode = frameState.mode; Matrix4.clone(modelMatrix, this._modelMatrix); var rtcTransform = Matrix4.multiplyByTranslation( this._modelMatrix, this._center, this._rtcTransform ); if (this._mode !== SceneMode.SCENE3D) { rtcTransform = Transforms.basisTo2D( frameState.mapProjection, rtcTransform, rtcTransform ); } Matrix4.getTranslation(rtcTransform, this._boundingSphere.center); } if (instancingSupported && this._dirty) { // If at least one instance has moved assume the collection is now dynamic this._dynamic = true; this._dirty = false; // PERFORMANCE_IDEA: only update dirty sub-sections instead of the whole collection updateVertexBuffer(this); } // If the model was set to rebuild shaders during update, rebuild instanced commands. var modelCommandsDirty = commandsDirty(model); if (modelCommandsDirty) { generateModelCommands(this, instancingSupported); } // If any node changes due to an animation, update the commands. This could be inefficient if the model is // composed of many nodes and only one changes, however it is probably fine in the general use case. // Only applies when instancing is disabled. The instanced shader automatically handles node transformations. if ( !instancingSupported && (model.dirty || this._dirty || modeChanged || modelMatrixChanged) ) { updateCommandsNonInstanced(this); } updateShadows(this, modelCommandsDirty); updateWireframe(this, modelCommandsDirty); updateBackFaceCulling(this, modelCommandsDirty); updateShowBoundingVolume(this, modelCommandsDirty); var passes = frameState.passes; if (!passes.render && !passes.pick) { return; } var commandList = frameState.commandList; var commands = this._drawCommands; var commandsLength = commands.length; for (var i = 0; i < commandsLength; ++i) { commandList.push(commands[i]); } }; ModelInstanceCollection.prototype.isDestroyed = function () { return false; }; ModelInstanceCollection.prototype.destroy = function () { this._model = this._model && this._model.destroy(); var pickIds = this._pickIds; if (defined(pickIds)) { var length = pickIds.length; for (var i = 0; i < length; ++i) { pickIds[i].destroy(); } } return destroyObject(this); }; export default ModelInstanceCollection;