import arrayFill from "../Core/arrayFill.js"; import Cartesian2 from "../Core/Cartesian2.js"; import Cartesian4 from "../Core/Cartesian4.js"; import Check from "../Core/Check.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 deprecationWarning from "../Core/deprecationWarning.js"; import destroyObject from "../Core/destroyObject.js"; import DeveloperError from "../Core/DeveloperError.js"; import CesiumMath from "../Core/Math.js"; import PixelFormat from "../Core/PixelFormat.js"; import RuntimeError from "../Core/RuntimeError.js"; import ContextLimits from "../Renderer/ContextLimits.js"; import DrawCommand from "../Renderer/DrawCommand.js"; import Pass from "../Renderer/Pass.js"; import PixelDatatype from "../Renderer/PixelDatatype.js"; import RenderState from "../Renderer/RenderState.js"; import Sampler from "../Renderer/Sampler.js"; import ShaderSource from "../Renderer/ShaderSource.js"; import Texture from "../Renderer/Texture.js"; import AttributeType from "./AttributeType.js"; import BlendingState from "./BlendingState.js"; import Cesium3DTileColorBlendMode from "./Cesium3DTileColorBlendMode.js"; import CullFace from "./CullFace.js"; import getBinaryAccessor from "./getBinaryAccessor.js"; import StencilConstants from "./StencilConstants.js"; import StencilFunction from "./StencilFunction.js"; import StencilOperation from "./StencilOperation.js"; var DEFAULT_COLOR_VALUE = Color.WHITE; var DEFAULT_SHOW_VALUE = true; /** * @private * @constructor */ function Cesium3DTileBatchTable( content, featuresLength, batchTableJson, batchTableBinary, colorChangedCallback ) { /** * @readonly */ this.featuresLength = featuresLength; this._translucentFeaturesLength = 0; // Number of features in the tile that are translucent var extensions; if (defined(batchTableJson)) { extensions = batchTableJson.extensions; } this._extensions = defaultValue(extensions, {}); var properties = initializeProperties(batchTableJson); this._properties = properties; this._batchTableHierarchy = initializeHierarchy( this, batchTableJson, batchTableBinary ); this._batchTableBinaryProperties = getBinaryProperties( featuresLength, properties, batchTableBinary ); // PERFORMANCE_IDEA: These parallel arrays probably generate cache misses in get/set color/show // and use A LOT of memory. How can we use less memory? this._showAlphaProperties = undefined; // [Show (0 or 255), Alpha (0 to 255)] property for each feature this._batchValues = undefined; // Per-feature RGBA (A is based on the color's alpha and feature's show property) this._batchValuesDirty = false; this._batchTexture = undefined; this._defaultTexture = undefined; this._pickTexture = undefined; this._pickIds = []; this._content = content; this._colorChangedCallback = colorChangedCallback; // Dimensions for batch and pick textures var textureDimensions; var textureStep; if (featuresLength > 0) { // PERFORMANCE_IDEA: this can waste memory in the last row in the uncommon case // when more than one row is needed (e.g., > 16K features in one tile) var width = Math.min(featuresLength, ContextLimits.maximumTextureSize); var height = Math.ceil(featuresLength / ContextLimits.maximumTextureSize); var stepX = 1.0 / width; var centerX = stepX * 0.5; var stepY = 1.0 / height; var centerY = stepY * 0.5; textureDimensions = new Cartesian2(width, height); textureStep = new Cartesian4(stepX, centerX, stepY, centerY); } this._textureDimensions = textureDimensions; this._textureStep = textureStep; } // This can be overridden for testing purposes Cesium3DTileBatchTable._deprecationWarning = deprecationWarning; Object.defineProperties(Cesium3DTileBatchTable.prototype, { memorySizeInBytes: { get: function () { var memory = 0; if (defined(this._pickTexture)) { memory += this._pickTexture.sizeInBytes; } if (defined(this._batchTexture)) { memory += this._batchTexture.sizeInBytes; } return memory; }, }, }); function initializeProperties(jsonHeader) { var properties = {}; if (!defined(jsonHeader)) { return properties; } for (var propertyName in jsonHeader) { if ( jsonHeader.hasOwnProperty(propertyName) && propertyName !== "HIERARCHY" && // Deprecated HIERARCHY property propertyName !== "extensions" && propertyName !== "extras" ) { properties[propertyName] = clone(jsonHeader[propertyName], true); } } return properties; } function initializeHierarchy(batchTable, jsonHeader, binaryBody) { if (!defined(jsonHeader)) { return; } var hierarchy = batchTable._extensions["3DTILES_batch_table_hierarchy"]; var legacyHierarchy = jsonHeader.HIERARCHY; if (defined(legacyHierarchy)) { Cesium3DTileBatchTable._deprecationWarning( "batchTableHierarchyExtension", "The batch table HIERARCHY property has been moved to an extension. Use extensions.3DTILES_batch_table_hierarchy instead." ); batchTable._extensions["3DTILES_batch_table_hierarchy"] = legacyHierarchy; hierarchy = legacyHierarchy; } if (!defined(hierarchy)) { return; } return initializeHierarchyValues(hierarchy, binaryBody); } function initializeHierarchyValues(hierarchyJson, binaryBody) { var i; var classId; var binaryAccessor; var instancesLength = hierarchyJson.instancesLength; var classes = hierarchyJson.classes; var classIds = hierarchyJson.classIds; var parentCounts = hierarchyJson.parentCounts; var parentIds = hierarchyJson.parentIds; var parentIdsLength = instancesLength; if (defined(classIds.byteOffset)) { classIds.componentType = defaultValue( classIds.componentType, ComponentDatatype.UNSIGNED_SHORT ); classIds.type = AttributeType.SCALAR; binaryAccessor = getBinaryAccessor(classIds); classIds = binaryAccessor.createArrayBufferView( binaryBody.buffer, binaryBody.byteOffset + classIds.byteOffset, instancesLength ); } var parentIndexes; if (defined(parentCounts)) { if (defined(parentCounts.byteOffset)) { parentCounts.componentType = defaultValue( parentCounts.componentType, ComponentDatatype.UNSIGNED_SHORT ); parentCounts.type = AttributeType.SCALAR; binaryAccessor = getBinaryAccessor(parentCounts); parentCounts = binaryAccessor.createArrayBufferView( binaryBody.buffer, binaryBody.byteOffset + parentCounts.byteOffset, instancesLength ); } parentIndexes = new Uint16Array(instancesLength); parentIdsLength = 0; for (i = 0; i < instancesLength; ++i) { parentIndexes[i] = parentIdsLength; parentIdsLength += parentCounts[i]; } } if (defined(parentIds) && defined(parentIds.byteOffset)) { parentIds.componentType = defaultValue( parentIds.componentType, ComponentDatatype.UNSIGNED_SHORT ); parentIds.type = AttributeType.SCALAR; binaryAccessor = getBinaryAccessor(parentIds); parentIds = binaryAccessor.createArrayBufferView( binaryBody.buffer, binaryBody.byteOffset + parentIds.byteOffset, parentIdsLength ); } var classesLength = classes.length; for (i = 0; i < classesLength; ++i) { var classInstancesLength = classes[i].length; var properties = classes[i].instances; var binaryProperties = getBinaryProperties( classInstancesLength, properties, binaryBody ); classes[i].instances = combine(binaryProperties, properties); } var classCounts = arrayFill(new Array(classesLength), 0); var classIndexes = new Uint16Array(instancesLength); for (i = 0; i < instancesLength; ++i) { classId = classIds[i]; classIndexes[i] = classCounts[classId]; ++classCounts[classId]; } var hierarchy = { classes: classes, classIds: classIds, classIndexes: classIndexes, parentCounts: parentCounts, parentIndexes: parentIndexes, parentIds: parentIds, }; //>>includeStart('debug', pragmas.debug); validateHierarchy(hierarchy); //>>includeEnd('debug'); return hierarchy; } //>>includeStart('debug', pragmas.debug); var scratchValidateStack = []; function validateHierarchy(hierarchy) { var stack = scratchValidateStack; stack.length = 0; var classIds = hierarchy.classIds; var instancesLength = classIds.length; for (var i = 0; i < instancesLength; ++i) { validateInstance(hierarchy, i, stack); } } function validateInstance(hierarchy, instanceIndex, stack) { var parentCounts = hierarchy.parentCounts; var parentIds = hierarchy.parentIds; var parentIndexes = hierarchy.parentIndexes; var classIds = hierarchy.classIds; var instancesLength = classIds.length; if (!defined(parentIds)) { // No need to validate if there are no parents return; } if (instanceIndex >= instancesLength) { throw new DeveloperError( "Parent index " + instanceIndex + " exceeds the total number of instances: " + instancesLength ); } if (stack.indexOf(instanceIndex) > -1) { throw new DeveloperError( "Circular dependency detected in the batch table hierarchy." ); } stack.push(instanceIndex); var parentCount = defined(parentCounts) ? parentCounts[instanceIndex] : 1; var parentIndex = defined(parentCounts) ? parentIndexes[instanceIndex] : instanceIndex; for (var i = 0; i < parentCount; ++i) { var parentId = parentIds[parentIndex + i]; // Stop the traversal when the instance has no parent (its parentId equals itself), else continue the traversal. if (parentId !== instanceIndex) { validateInstance(hierarchy, parentId, stack); } } stack.pop(instanceIndex); } //>>includeEnd('debug'); function getBinaryProperties(featuresLength, properties, binaryBody) { var binaryProperties; for (var name in properties) { if (properties.hasOwnProperty(name)) { var property = properties[name]; var byteOffset = property.byteOffset; if (defined(byteOffset)) { // This is a binary property var componentType = property.componentType; var type = property.type; if (!defined(componentType)) { throw new RuntimeError("componentType is required."); } if (!defined(type)) { throw new RuntimeError("type is required."); } if (!defined(binaryBody)) { throw new RuntimeError( "Property " + name + " requires a batch table binary." ); } var binaryAccessor = getBinaryAccessor(property); var componentCount = binaryAccessor.componentsPerAttribute; var classType = binaryAccessor.classType; var typedArray = binaryAccessor.createArrayBufferView( binaryBody.buffer, binaryBody.byteOffset + byteOffset, featuresLength ); if (!defined(binaryProperties)) { binaryProperties = {}; } // Store any information needed to access the binary data, including the typed array, // componentCount (e.g. a VEC4 would be 4), and the type used to pack and unpack (e.g. Cartesian4). binaryProperties[name] = { typedArray: typedArray, componentCount: componentCount, type: classType, }; } } } return binaryProperties; } Cesium3DTileBatchTable.getBinaryProperties = function ( featuresLength, batchTableJson, batchTableBinary ) { return getBinaryProperties(featuresLength, batchTableJson, batchTableBinary); }; function getByteLength(batchTable) { var dimensions = batchTable._textureDimensions; return dimensions.x * dimensions.y * 4; } function getBatchValues(batchTable) { if (!defined(batchTable._batchValues)) { // Default batch texture to RGBA = 255: white highlight (RGB) and show/alpha = true/255 (A). var byteLength = getByteLength(batchTable); var bytes = new Uint8Array(byteLength); arrayFill(bytes, 255); batchTable._batchValues = bytes; } return batchTable._batchValues; } function getShowAlphaProperties(batchTable) { if (!defined(batchTable._showAlphaProperties)) { var byteLength = 2 * batchTable.featuresLength; var bytes = new Uint8Array(byteLength); // [Show = true, Alpha = 255] arrayFill(bytes, 255); batchTable._showAlphaProperties = bytes; } return batchTable._showAlphaProperties; } function checkBatchId(batchId, featuresLength) { if (!defined(batchId) || batchId < 0 || batchId > featuresLength) { throw new DeveloperError( "batchId is required and between zero and featuresLength - 1 (" + featuresLength - +")." ); } } Cesium3DTileBatchTable.prototype.setShow = function (batchId, show) { //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, this.featuresLength); Check.typeOf.bool("show", show); //>>includeEnd('debug'); if (show && !defined(this._showAlphaProperties)) { // Avoid allocating since the default is show = true return; } var showAlphaProperties = getShowAlphaProperties(this); var propertyOffset = batchId * 2; var newShow = show ? 255 : 0; if (showAlphaProperties[propertyOffset] !== newShow) { showAlphaProperties[propertyOffset] = newShow; var batchValues = getBatchValues(this); // Compute alpha used in the shader based on show and color.alpha properties var offset = batchId * 4 + 3; batchValues[offset] = show ? showAlphaProperties[propertyOffset + 1] : 0; this._batchValuesDirty = true; } }; Cesium3DTileBatchTable.prototype.setAllShow = function (show) { //>>includeStart('debug', pragmas.debug); Check.typeOf.bool("show", show); //>>includeEnd('debug'); var featuresLength = this.featuresLength; for (var i = 0; i < featuresLength; ++i) { this.setShow(i, show); } }; Cesium3DTileBatchTable.prototype.getShow = function (batchId) { //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, this.featuresLength); //>>includeEnd('debug'); if (!defined(this._showAlphaProperties)) { // Avoid allocating since the default is show = true return true; } var offset = batchId * 2; return this._showAlphaProperties[offset] === 255; }; var scratchColorBytes = new Array(4); Cesium3DTileBatchTable.prototype.setColor = function (batchId, color) { //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, this.featuresLength); Check.typeOf.object("color", color); //>>includeEnd('debug'); if (Color.equals(color, DEFAULT_COLOR_VALUE) && !defined(this._batchValues)) { // Avoid allocating since the default is white return; } var newColor = color.toBytes(scratchColorBytes); var newAlpha = newColor[3]; var batchValues = getBatchValues(this); var offset = batchId * 4; var showAlphaProperties = getShowAlphaProperties(this); var propertyOffset = batchId * 2; if ( batchValues[offset] !== newColor[0] || batchValues[offset + 1] !== newColor[1] || batchValues[offset + 2] !== newColor[2] || showAlphaProperties[propertyOffset + 1] !== newAlpha ) { batchValues[offset] = newColor[0]; batchValues[offset + 1] = newColor[1]; batchValues[offset + 2] = newColor[2]; var wasTranslucent = showAlphaProperties[propertyOffset + 1] !== 255; // Compute alpha used in the shader based on show and color.alpha properties var show = showAlphaProperties[propertyOffset] !== 0; batchValues[offset + 3] = show ? newAlpha : 0; showAlphaProperties[propertyOffset + 1] = newAlpha; // Track number of translucent features so we know if this tile needs // opaque commands, translucent commands, or both for rendering. var isTranslucent = newAlpha !== 255; if (isTranslucent && !wasTranslucent) { ++this._translucentFeaturesLength; } else if (!isTranslucent && wasTranslucent) { --this._translucentFeaturesLength; } this._batchValuesDirty = true; if (defined(this._colorChangedCallback)) { this._colorChangedCallback(batchId, color); } } }; Cesium3DTileBatchTable.prototype.setAllColor = function (color) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object("color", color); //>>includeEnd('debug'); var featuresLength = this.featuresLength; for (var i = 0; i < featuresLength; ++i) { this.setColor(i, color); } }; Cesium3DTileBatchTable.prototype.getColor = function (batchId, result) { //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, this.featuresLength); Check.typeOf.object("result", result); //>>includeEnd('debug'); if (!defined(this._batchValues)) { return Color.clone(DEFAULT_COLOR_VALUE, result); } var batchValues = this._batchValues; var offset = batchId * 4; var showAlphaProperties = this._showAlphaProperties; var propertyOffset = batchId * 2; return Color.fromBytes( batchValues[offset], batchValues[offset + 1], batchValues[offset + 2], showAlphaProperties[propertyOffset + 1], result ); }; Cesium3DTileBatchTable.prototype.getPickColor = function (batchId) { //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, this.featuresLength); //>>includeEnd('debug'); return this._pickIds[batchId]; }; var scratchColor = new Color(); Cesium3DTileBatchTable.prototype.applyStyle = function (style) { if (!defined(style)) { this.setAllColor(DEFAULT_COLOR_VALUE); this.setAllShow(DEFAULT_SHOW_VALUE); return; } var content = this._content; var length = this.featuresLength; for (var i = 0; i < length; ++i) { var feature = content.getFeature(i); var color = defined(style.color) ? style.color.evaluateColor(feature, scratchColor) : DEFAULT_COLOR_VALUE; var show = defined(style.show) ? style.show.evaluate(feature) : DEFAULT_SHOW_VALUE; this.setColor(i, color); this.setShow(i, show); } }; function getBinaryProperty(binaryProperty, index) { var typedArray = binaryProperty.typedArray; var componentCount = binaryProperty.componentCount; if (componentCount === 1) { return typedArray[index]; } return binaryProperty.type.unpack(typedArray, index * componentCount); } function setBinaryProperty(binaryProperty, index, value) { var typedArray = binaryProperty.typedArray; var componentCount = binaryProperty.componentCount; if (componentCount === 1) { typedArray[index] = value; } else { binaryProperty.type.pack(value, typedArray, index * componentCount); } } // The size of this array equals the maximum instance count among all loaded tiles, which has the potential to be large. var scratchVisited = []; var scratchStack = []; var marker = 0; function traverseHierarchyMultipleParents( hierarchy, instanceIndex, endConditionCallback ) { var classIds = hierarchy.classIds; var parentCounts = hierarchy.parentCounts; var parentIds = hierarchy.parentIds; var parentIndexes = hierarchy.parentIndexes; var instancesLength = classIds.length; // Ignore instances that have already been visited. This occurs in diamond inheritance situations. // Use a marker value to indicate that an instance has been visited, which increments with each run. // This is more efficient than clearing the visited array every time. var visited = scratchVisited; visited.length = Math.max(visited.length, instancesLength); var visitedMarker = ++marker; var stack = scratchStack; stack.length = 0; stack.push(instanceIndex); while (stack.length > 0) { instanceIndex = stack.pop(); if (visited[instanceIndex] === visitedMarker) { // This instance has already been visited, stop traversal continue; } visited[instanceIndex] = visitedMarker; var result = endConditionCallback(hierarchy, instanceIndex); if (defined(result)) { // The end condition was met, stop the traversal and return the result return result; } var parentCount = parentCounts[instanceIndex]; var parentIndex = parentIndexes[instanceIndex]; for (var i = 0; i < parentCount; ++i) { var parentId = parentIds[parentIndex + i]; // Stop the traversal when the instance has no parent (its parentId equals itself) // else add the parent to the stack to continue the traversal. if (parentId !== instanceIndex) { stack.push(parentId); } } } } function traverseHierarchySingleParent( hierarchy, instanceIndex, endConditionCallback ) { var hasParent = true; while (hasParent) { var result = endConditionCallback(hierarchy, instanceIndex); if (defined(result)) { // The end condition was met, stop the traversal and return the result return result; } var parentId = hierarchy.parentIds[instanceIndex]; hasParent = parentId !== instanceIndex; instanceIndex = parentId; } } function traverseHierarchy(hierarchy, instanceIndex, endConditionCallback) { // Traverse over the hierarchy and process each instance with the endConditionCallback. // When the endConditionCallback returns a value, the traversal stops and that value is returned. var parentCounts = hierarchy.parentCounts; var parentIds = hierarchy.parentIds; if (!defined(parentIds)) { return endConditionCallback(hierarchy, instanceIndex); } else if (defined(parentCounts)) { return traverseHierarchyMultipleParents( hierarchy, instanceIndex, endConditionCallback ); } return traverseHierarchySingleParent( hierarchy, instanceIndex, endConditionCallback ); } function hasPropertyInHierarchy(batchTable, batchId, name) { var hierarchy = batchTable._batchTableHierarchy; var result = traverseHierarchy(hierarchy, batchId, function ( hierarchy, instanceIndex ) { var classId = hierarchy.classIds[instanceIndex]; var instances = hierarchy.classes[classId].instances; if (defined(instances[name])) { return true; } }); return defined(result); } function getPropertyNamesInHierarchy(batchTable, batchId, results) { var hierarchy = batchTable._batchTableHierarchy; traverseHierarchy(hierarchy, batchId, function (hierarchy, instanceIndex) { var classId = hierarchy.classIds[instanceIndex]; var instances = hierarchy.classes[classId].instances; for (var name in instances) { if (instances.hasOwnProperty(name)) { if (results.indexOf(name) === -1) { results.push(name); } } } }); } function getHierarchyProperty(batchTable, batchId, name) { var hierarchy = batchTable._batchTableHierarchy; return traverseHierarchy(hierarchy, batchId, function ( hierarchy, instanceIndex ) { var classId = hierarchy.classIds[instanceIndex]; var instanceClass = hierarchy.classes[classId]; var indexInClass = hierarchy.classIndexes[instanceIndex]; var propertyValues = instanceClass.instances[name]; if (defined(propertyValues)) { if (defined(propertyValues.typedArray)) { return getBinaryProperty(propertyValues, indexInClass); } return clone(propertyValues[indexInClass], true); } }); } function setHierarchyProperty(batchTable, batchId, name, value) { var hierarchy = batchTable._batchTableHierarchy; var result = traverseHierarchy(hierarchy, batchId, function ( hierarchy, instanceIndex ) { var classId = hierarchy.classIds[instanceIndex]; var instanceClass = hierarchy.classes[classId]; var indexInClass = hierarchy.classIndexes[instanceIndex]; var propertyValues = instanceClass.instances[name]; if (defined(propertyValues)) { //>>includeStart('debug', pragmas.debug); if (instanceIndex !== batchId) { throw new DeveloperError( 'Inherited property "' + name + '" is read-only.' ); } //>>includeEnd('debug'); if (defined(propertyValues.typedArray)) { setBinaryProperty(propertyValues, indexInClass, value); } else { propertyValues[indexInClass] = clone(value, true); } return true; } }); return defined(result); } Cesium3DTileBatchTable.prototype.isClass = function (batchId, className) { //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, this.featuresLength); Check.typeOf.string("className", className); //>>includeEnd('debug'); // PERFORMANCE_IDEA : cache results in the ancestor classes to speed up this check if this area becomes a hotspot var hierarchy = this._batchTableHierarchy; if (!defined(hierarchy)) { return false; } // PERFORMANCE_IDEA : treat class names as integers for faster comparisons var result = traverseHierarchy(hierarchy, batchId, function ( hierarchy, instanceIndex ) { var classId = hierarchy.classIds[instanceIndex]; var instanceClass = hierarchy.classes[classId]; if (instanceClass.name === className) { return true; } }); return defined(result); }; Cesium3DTileBatchTable.prototype.isExactClass = function (batchId, className) { //>>includeStart('debug', pragmas.debug); Check.typeOf.string("className", className); //>>includeEnd('debug'); return this.getExactClassName(batchId) === className; }; Cesium3DTileBatchTable.prototype.getExactClassName = function (batchId) { //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, this.featuresLength); //>>includeEnd('debug'); var hierarchy = this._batchTableHierarchy; if (!defined(hierarchy)) { return undefined; } var classId = hierarchy.classIds[batchId]; var instanceClass = hierarchy.classes[classId]; return instanceClass.name; }; Cesium3DTileBatchTable.prototype.hasProperty = function (batchId, name) { //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, this.featuresLength); Check.typeOf.string("name", name); //>>includeEnd('debug'); return ( defined(this._properties[name]) || (defined(this._batchTableHierarchy) && hasPropertyInHierarchy(this, batchId, name)) ); }; Cesium3DTileBatchTable.prototype.getPropertyNames = function ( batchId, results ) { //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, this.featuresLength); //>>includeEnd('debug'); results = defined(results) ? results : []; results.length = 0; var propertyNames = Object.keys(this._properties); results.push.apply(results, propertyNames); if (defined(this._batchTableHierarchy)) { getPropertyNamesInHierarchy(this, batchId, results); } return results; }; Cesium3DTileBatchTable.prototype.getProperty = function (batchId, name) { //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, this.featuresLength); Check.typeOf.string("name", name); //>>includeEnd('debug'); if (defined(this._batchTableBinaryProperties)) { var binaryProperty = this._batchTableBinaryProperties[name]; if (defined(binaryProperty)) { return getBinaryProperty(binaryProperty, batchId); } } var propertyValues = this._properties[name]; if (defined(propertyValues)) { return clone(propertyValues[batchId], true); } if (defined(this._batchTableHierarchy)) { var hierarchyProperty = getHierarchyProperty(this, batchId, name); if (defined(hierarchyProperty)) { return hierarchyProperty; } } return undefined; }; Cesium3DTileBatchTable.prototype.setProperty = function (batchId, name, value) { var featuresLength = this.featuresLength; //>>includeStart('debug', pragmas.debug); checkBatchId(batchId, featuresLength); Check.typeOf.string("name", name); //>>includeEnd('debug'); if (defined(this._batchTableBinaryProperties)) { var binaryProperty = this._batchTableBinaryProperties[name]; if (defined(binaryProperty)) { setBinaryProperty(binaryProperty, batchId, value); return; } } if (defined(this._batchTableHierarchy)) { if (setHierarchyProperty(this, batchId, name, value)) { return; } } var propertyValues = this._properties[name]; if (!defined(propertyValues)) { // Property does not exist. Create it. this._properties[name] = new Array(featuresLength); propertyValues = this._properties[name]; } propertyValues[batchId] = clone(value, true); }; function getGlslComputeSt(batchTable) { // GLSL batchId is zero-based: [0, featuresLength - 1] if (batchTable._textureDimensions.y === 1) { return ( "uniform vec4 tile_textureStep; \n" + "vec2 computeSt(float batchId) \n" + "{ \n" + " float stepX = tile_textureStep.x; \n" + " float centerX = tile_textureStep.y; \n" + " return vec2(centerX + (batchId * stepX), 0.5); \n" + "} \n" ); } return ( "uniform vec4 tile_textureStep; \n" + "uniform vec2 tile_textureDimensions; \n" + "vec2 computeSt(float batchId) \n" + "{ \n" + " float stepX = tile_textureStep.x; \n" + " float centerX = tile_textureStep.y; \n" + " float stepY = tile_textureStep.z; \n" + " float centerY = tile_textureStep.w; \n" + " float xId = mod(batchId, tile_textureDimensions.x); \n" + " float yId = floor(batchId / tile_textureDimensions.x); \n" + " return vec2(centerX + (xId * stepX), centerY + (yId * stepY)); \n" + "} \n" ); } Cesium3DTileBatchTable.prototype.getVertexShaderCallback = function ( handleTranslucent, batchIdAttributeName, diffuseAttributeOrUniformName ) { if (this.featuresLength === 0) { return; } var that = this; return function (source) { // If the color blend mode is HIGHLIGHT, the highlight color will always be applied in the fragment shader. // No need to apply the highlight color in the vertex shader as well. var renamedSource = modifyDiffuse( source, diffuseAttributeOrUniformName, false ); var newMain; if (ContextLimits.maximumVertexTextureImageUnits > 0) { // When VTF is supported, perform per-feature show/hide in the vertex shader newMain = ""; if (handleTranslucent) { newMain += "uniform bool tile_translucentCommand; \n"; } newMain += "uniform sampler2D tile_batchTexture; \n" + "varying vec4 tile_featureColor; \n" + "varying vec2 tile_featureSt; \n" + "void main() \n" + "{ \n" + " vec2 st = computeSt(" + batchIdAttributeName + "); \n" + " vec4 featureProperties = texture2D(tile_batchTexture, st); \n" + " tile_color(featureProperties); \n" + " float show = ceil(featureProperties.a); \n" + // 0 - false, non-zeo - true " gl_Position *= show; \n"; // Per-feature show/hide if (handleTranslucent) { newMain += " bool isStyleTranslucent = (featureProperties.a != 1.0); \n" + " if (czm_pass == czm_passTranslucent) \n" + " { \n" + " if (!isStyleTranslucent && !tile_translucentCommand) \n" + // Do not render opaque features in the translucent pass " { \n" + " gl_Position *= 0.0; \n" + " } \n" + " } \n" + " else \n" + " { \n" + " if (isStyleTranslucent) \n" + // Do not render translucent features in the opaque pass " { \n" + " gl_Position *= 0.0; \n" + " } \n" + " } \n"; } newMain += " tile_featureColor = featureProperties; \n" + " tile_featureSt = st; \n" + "}"; } else { // When VTF is not supported, color blend mode MIX will look incorrect due to the feature's color not being available in the vertex shader newMain = "varying vec2 tile_featureSt; \n" + "void main() \n" + "{ \n" + " tile_color(vec4(1.0)); \n" + " tile_featureSt = computeSt(" + batchIdAttributeName + "); \n" + "}"; } return renamedSource + "\n" + getGlslComputeSt(that) + newMain; }; }; function getDefaultShader(source, applyHighlight) { source = ShaderSource.replaceMain(source, "tile_main"); if (!applyHighlight) { return ( source + "void tile_color(vec4 tile_featureColor) \n" + "{ \n" + " tile_main(); \n" + "} \n" ); } // The color blend mode is intended for the RGB channels so alpha is always just multiplied. // gl_FragColor is multiplied by the tile color only when tile_colorBlend is 0.0 (highlight) return ( source + "uniform float tile_colorBlend; \n" + "void tile_color(vec4 tile_featureColor) \n" + "{ \n" + " tile_main(); \n" + " tile_featureColor = czm_gammaCorrect(tile_featureColor); \n" + " gl_FragColor.a *= tile_featureColor.a; \n" + " float highlight = ceil(tile_colorBlend); \n" + " gl_FragColor.rgb *= mix(tile_featureColor.rgb, vec3(1.0), highlight); \n" + "} \n" ); } function replaceDiffuseTextureCalls(source, diffuseAttributeOrUniformName) { var functionCall = "texture2D(" + diffuseAttributeOrUniformName; var fromIndex = 0; var startIndex = source.indexOf(functionCall, fromIndex); var endIndex; while (startIndex > -1) { var nestedLevel = 0; for (var i = startIndex; i < source.length; ++i) { var character = source.charAt(i); if (character === "(") { ++nestedLevel; } else if (character === ")") { --nestedLevel; if (nestedLevel === 0) { endIndex = i + 1; break; } } } var extractedFunction = source.slice(startIndex, endIndex); var replacedFunction = "tile_diffuse_final(" + extractedFunction + ", tile_diffuse)"; source = source.slice(0, startIndex) + replacedFunction + source.slice(endIndex); fromIndex = startIndex + replacedFunction.length; startIndex = source.indexOf(functionCall, fromIndex); } return source; } function modifyDiffuse(source, diffuseAttributeOrUniformName, applyHighlight) { // If the glTF does not specify the _3DTILESDIFFUSE semantic, return the default shader. // Otherwise if _3DTILESDIFFUSE is defined prefer the shader below that can switch the color mode at runtime. if (!defined(diffuseAttributeOrUniformName)) { return getDefaultShader(source, applyHighlight); } // Find the diffuse uniform. Examples matches: // uniform vec3 u_diffuseColor; // uniform sampler2D diffuseTexture; var regex = new RegExp( "(uniform|attribute|in)\\s+(vec[34]|sampler2D)\\s+" + diffuseAttributeOrUniformName + ";" ); var uniformMatch = source.match(regex); if (!defined(uniformMatch)) { // Could not find uniform declaration of type vec3, vec4, or sampler2D return getDefaultShader(source, applyHighlight); } var declaration = uniformMatch[0]; var type = uniformMatch[2]; source = ShaderSource.replaceMain(source, "tile_main"); source = source.replace(declaration, ""); // Remove uniform declaration for now so the replace below doesn't affect it // If the tile color is white, use the source color. This implies the feature has not been styled. // Highlight: tile_colorBlend is 0.0 and the source color is used // Replace: tile_colorBlend is 1.0 and the tile color is used // Mix: tile_colorBlend is between 0.0 and 1.0, causing the source color and tile color to mix var finalDiffuseFunction = "bool isWhite(vec3 color) \n" + "{ \n" + " return all(greaterThan(color, vec3(1.0 - czm_epsilon3))); \n" + "} \n" + "vec4 tile_diffuse_final(vec4 sourceDiffuse, vec4 tileDiffuse) \n" + "{ \n" + " vec4 blendDiffuse = mix(sourceDiffuse, tileDiffuse, tile_colorBlend); \n" + " vec4 diffuse = isWhite(tileDiffuse.rgb) ? sourceDiffuse : blendDiffuse; \n" + " return vec4(diffuse.rgb, sourceDiffuse.a); \n" + "} \n"; // The color blend mode is intended for the RGB channels so alpha is always just multiplied. // gl_FragColor is multiplied by the tile color only when tile_colorBlend is 0.0 (highlight) var highlight = " tile_featureColor = czm_gammaCorrect(tile_featureColor); \n" + " gl_FragColor.a *= tile_featureColor.a; \n" + " float highlight = ceil(tile_colorBlend); \n" + " gl_FragColor.rgb *= mix(tile_featureColor.rgb, vec3(1.0), highlight); \n"; var setColor; if (type === "vec3" || type === "vec4") { var sourceDiffuse = type === "vec3" ? "vec4(" + diffuseAttributeOrUniformName + ", 1.0)" : diffuseAttributeOrUniformName; var replaceDiffuse = type === "vec3" ? "tile_diffuse.xyz" : "tile_diffuse"; regex = new RegExp(diffuseAttributeOrUniformName, "g"); source = source.replace(regex, replaceDiffuse); setColor = " vec4 source = " + sourceDiffuse + "; \n" + " tile_diffuse = tile_diffuse_final(source, tile_featureColor); \n" + " tile_main(); \n"; } else if (type === "sampler2D") { // Handles any number of nested parentheses // E.g. texture2D(u_diffuse, uv) // E.g. texture2D(u_diffuse, computeUV(index)) source = replaceDiffuseTextureCalls(source, diffuseAttributeOrUniformName); setColor = " tile_diffuse = tile_featureColor; \n" + " tile_main(); \n"; } source = "uniform float tile_colorBlend; \n" + "vec4 tile_diffuse = vec4(1.0); \n" + finalDiffuseFunction + declaration + "\n" + source + "\n" + "void tile_color(vec4 tile_featureColor) \n" + "{ \n" + setColor; if (applyHighlight) { source += highlight; } source += "} \n"; return source; } Cesium3DTileBatchTable.prototype.getFragmentShaderCallback = function ( handleTranslucent, diffuseAttributeOrUniformName, hasPremultipliedAlpha ) { if (this.featuresLength === 0) { return; } return function (source) { source = modifyDiffuse(source, diffuseAttributeOrUniformName, true); if (ContextLimits.maximumVertexTextureImageUnits > 0) { // When VTF is supported, per-feature show/hide already happened in the fragment shader source += "uniform sampler2D tile_pickTexture; \n" + "varying vec2 tile_featureSt; \n" + "varying vec4 tile_featureColor; \n" + "void main() \n" + "{ \n" + " tile_color(tile_featureColor); \n"; if (hasPremultipliedAlpha) { source += " gl_FragColor.rgb *= gl_FragColor.a; \n"; } source += "}"; } else { if (handleTranslucent) { source += "uniform bool tile_translucentCommand; \n"; } source += "uniform sampler2D tile_pickTexture; \n" + "uniform sampler2D tile_batchTexture; \n" + "varying vec2 tile_featureSt; \n" + "void main() \n" + "{ \n" + " vec4 featureProperties = texture2D(tile_batchTexture, tile_featureSt); \n" + " if (featureProperties.a == 0.0) { \n" + // show: alpha == 0 - false, non-zeo - true " discard; \n" + " } \n"; if (handleTranslucent) { source += " bool isStyleTranslucent = (featureProperties.a != 1.0); \n" + " if (czm_pass == czm_passTranslucent) \n" + " { \n" + " if (!isStyleTranslucent && !tile_translucentCommand) \n" + // Do not render opaque features in the translucent pass " { \n" + " discard; \n" + " } \n" + " } \n" + " else \n" + " { \n" + " if (isStyleTranslucent) \n" + // Do not render translucent features in the opaque pass " { \n" + " discard; \n" + " } \n" + " } \n"; } source += " tile_color(featureProperties); \n"; if (hasPremultipliedAlpha) { source += " gl_FragColor.rgb *= gl_FragColor.a; \n"; } source += "} \n"; } return source; }; }; Cesium3DTileBatchTable.prototype.getClassificationFragmentShaderCallback = function () { if (this.featuresLength === 0) { return; } return function (source) { source = ShaderSource.replaceMain(source, "tile_main"); if (ContextLimits.maximumVertexTextureImageUnits > 0) { // When VTF is supported, per-feature show/hide already happened in the fragment shader source += "uniform sampler2D tile_pickTexture;\n" + "varying vec2 tile_featureSt; \n" + "varying vec4 tile_featureColor; \n" + "void main() \n" + "{ \n" + " tile_main(); \n" + " gl_FragColor = tile_featureColor; \n" + " gl_FragColor.rgb *= gl_FragColor.a; \n" + "}"; } else { source += "uniform sampler2D tile_batchTexture; \n" + "uniform sampler2D tile_pickTexture;\n" + "varying vec2 tile_featureSt; \n" + "void main() \n" + "{ \n" + " tile_main(); \n" + " vec4 featureProperties = texture2D(tile_batchTexture, tile_featureSt); \n" + " if (featureProperties.a == 0.0) { \n" + // show: alpha == 0 - false, non-zeo - true " discard; \n" + " } \n" + " gl_FragColor = featureProperties; \n" + " gl_FragColor.rgb *= gl_FragColor.a; \n" + "} \n"; } return source; }; }; function getColorBlend(batchTable) { var tileset = batchTable._content.tileset; var colorBlendMode = tileset.colorBlendMode; var colorBlendAmount = tileset.colorBlendAmount; if (colorBlendMode === Cesium3DTileColorBlendMode.HIGHLIGHT) { return 0.0; } if (colorBlendMode === Cesium3DTileColorBlendMode.REPLACE) { return 1.0; } if (colorBlendMode === Cesium3DTileColorBlendMode.MIX) { // The value 0.0 is reserved for highlight, so clamp to just above 0.0. return CesiumMath.clamp(colorBlendAmount, CesiumMath.EPSILON4, 1.0); } //>>includeStart('debug', pragmas.debug); throw new DeveloperError( 'Invalid color blend mode "' + colorBlendMode + '".' ); //>>includeEnd('debug'); } Cesium3DTileBatchTable.prototype.getUniformMapCallback = function () { if (this.featuresLength === 0) { return; } var that = this; return function (uniformMap) { var batchUniformMap = { tile_batchTexture: function () { // PERFORMANCE_IDEA: we could also use a custom shader that avoids the texture read. return defaultValue(that._batchTexture, that._defaultTexture); }, tile_textureDimensions: function () { return that._textureDimensions; }, tile_textureStep: function () { return that._textureStep; }, tile_colorBlend: function () { return getColorBlend(that); }, tile_pickTexture: function () { return that._pickTexture; }, }; return combine(uniformMap, batchUniformMap); }; }; Cesium3DTileBatchTable.prototype.getPickId = function () { return "texture2D(tile_pickTexture, tile_featureSt)"; }; /////////////////////////////////////////////////////////////////////////// var StyleCommandsNeeded = { ALL_OPAQUE: 0, ALL_TRANSLUCENT: 1, OPAQUE_AND_TRANSLUCENT: 2, }; Cesium3DTileBatchTable.prototype.addDerivedCommands = function ( frameState, commandStart ) { var commandList = frameState.commandList; var commandEnd = commandList.length; var tile = this._content._tile; var finalResolution = tile._finalResolution; var tileset = tile.tileset; var bivariateVisibilityTest = tileset._skipLevelOfDetail && tileset._hasMixedContent && frameState.context.stencilBuffer; var styleCommandsNeeded = getStyleCommandsNeeded(this); for (var i = commandStart; i < commandEnd; ++i) { var command = commandList[i]; var derivedCommands = command.derivedCommands.tileset; if (!defined(derivedCommands) || command.dirty) { derivedCommands = {}; command.derivedCommands.tileset = derivedCommands; derivedCommands.originalCommand = deriveCommand(command); command.dirty = false; } var originalCommand = derivedCommands.originalCommand; if ( styleCommandsNeeded !== StyleCommandsNeeded.ALL_OPAQUE && command.pass !== Pass.TRANSLUCENT ) { if (!defined(derivedCommands.translucent)) { derivedCommands.translucent = deriveTranslucentCommand(originalCommand); } } if ( styleCommandsNeeded !== StyleCommandsNeeded.ALL_TRANSLUCENT && command.pass !== Pass.TRANSLUCENT ) { if (!defined(derivedCommands.opaque)) { derivedCommands.opaque = deriveOpaqueCommand(originalCommand); } if (bivariateVisibilityTest) { if (!finalResolution) { if (!defined(derivedCommands.zback)) { derivedCommands.zback = deriveZBackfaceCommand( frameState.context, originalCommand ); } tileset._backfaceCommands.push(derivedCommands.zback); } if ( !defined(derivedCommands.stencil) || tile._selectionDepth !== getLastSelectionDepth(derivedCommands.stencil) ) { if (command.renderState.depthMask) { derivedCommands.stencil = deriveStencilCommand( originalCommand, tile._selectionDepth ); } else { // Ignore if tile does not write depth derivedCommands.stencil = derivedCommands.opaque; } } } } var opaqueCommand = bivariateVisibilityTest ? derivedCommands.stencil : derivedCommands.opaque; var translucentCommand = derivedCommands.translucent; // If the command was originally opaque: // * If the styling applied to the tile is all opaque, use the opaque command // (with one additional uniform needed for the shader). // * If the styling is all translucent, use new (cached) derived commands (front // and back faces) with a translucent render state. // * If the styling causes both opaque and translucent features in this tile, // then use both sets of commands. if (command.pass !== Pass.TRANSLUCENT) { if (styleCommandsNeeded === StyleCommandsNeeded.ALL_OPAQUE) { commandList[i] = opaqueCommand; } if (styleCommandsNeeded === StyleCommandsNeeded.ALL_TRANSLUCENT) { commandList[i] = translucentCommand; } if (styleCommandsNeeded === StyleCommandsNeeded.OPAQUE_AND_TRANSLUCENT) { // PERFORMANCE_IDEA: if the tile has multiple commands, we do not know what features are in what // commands so this case may be overkill. commandList[i] = opaqueCommand; commandList.push(translucentCommand); } } else { // Command was originally translucent so no need to derive new commands; // as of now, a style can't change an originally translucent feature to // opaque since the style's alpha is modulated, not a replacement. When // this changes, we need to derive new opaque commands here. commandList[i] = originalCommand; } } }; function getStyleCommandsNeeded(batchTable) { var translucentFeaturesLength = batchTable._translucentFeaturesLength; if (translucentFeaturesLength === 0) { return StyleCommandsNeeded.ALL_OPAQUE; } else if (translucentFeaturesLength === batchTable.featuresLength) { return StyleCommandsNeeded.ALL_TRANSLUCENT; } return StyleCommandsNeeded.OPAQUE_AND_TRANSLUCENT; } function deriveCommand(command) { var derivedCommand = DrawCommand.shallowClone(command); // Add a uniform to indicate if the original command was translucent so // the shader knows not to cull vertices that were originally transparent // even though their style is opaque. var translucentCommand = derivedCommand.pass === Pass.TRANSLUCENT; derivedCommand.uniformMap = defined(derivedCommand.uniformMap) ? derivedCommand.uniformMap : {}; derivedCommand.uniformMap.tile_translucentCommand = function () { return translucentCommand; }; return derivedCommand; } function deriveTranslucentCommand(command) { var derivedCommand = DrawCommand.shallowClone(command); derivedCommand.pass = Pass.TRANSLUCENT; derivedCommand.renderState = getTranslucentRenderState(command.renderState); return derivedCommand; } function deriveOpaqueCommand(command) { var derivedCommand = DrawCommand.shallowClone(command); derivedCommand.renderState = getOpaqueRenderState(command.renderState); return derivedCommand; } function getLogDepthPolygonOffsetFragmentShaderProgram(context, shaderProgram) { var shader = context.shaderCache.getDerivedShaderProgram( shaderProgram, "zBackfaceLogDepth" ); if (!defined(shader)) { var fs = shaderProgram.fragmentShaderSource.clone(); fs.defines = defined(fs.defines) ? fs.defines.slice(0) : []; fs.defines.push("POLYGON_OFFSET"); fs.sources.unshift( "#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives : enable\n#endif\n" ); shader = context.shaderCache.createDerivedShaderProgram( shaderProgram, "zBackfaceLogDepth", { vertexShaderSource: shaderProgram.vertexShaderSource, fragmentShaderSource: fs, attributeLocations: shaderProgram._attributeLocations, } ); } return shader; } function deriveZBackfaceCommand(context, command) { // Write just backface depth of unresolved tiles so resolved stenciled tiles do not appear in front var derivedCommand = DrawCommand.shallowClone(command); var rs = clone(derivedCommand.renderState, true); rs.cull.enabled = true; rs.cull.face = CullFace.FRONT; // Back faces do not need to write color. rs.colorMask = { red: false, green: false, blue: false, alpha: false, }; // Push back face depth away from the camera so it is less likely that back faces and front faces of the same tile // intersect and overlap. This helps avoid flickering for very thin double-sided walls. rs.polygonOffset = { enabled: true, factor: 5.0, units: 5.0, }; // Set the 3D Tiles bit rs.stencilTest = StencilConstants.setCesium3DTileBit(); rs.stencilMask = StencilConstants.CESIUM_3D_TILE_MASK; derivedCommand.renderState = RenderState.fromCache(rs); derivedCommand.castShadows = false; derivedCommand.receiveShadows = false; derivedCommand.uniformMap = clone(command.uniformMap); var polygonOffset = new Cartesian2(5.0, 5.0); derivedCommand.uniformMap.u_polygonOffset = function () { return polygonOffset; }; // Make the log depth depth fragment write account for the polygon offset, too. // Otherwise, the back face commands will cause the higher resolution // tiles to disappear. derivedCommand.shaderProgram = getLogDepthPolygonOffsetFragmentShaderProgram( context, command.shaderProgram ); return derivedCommand; } function deriveStencilCommand(command, reference) { // Tiles only draw if their selection depth is >= the tile drawn already. They write their // selection depth to the stencil buffer to prevent ancestor tiles from drawing on top var derivedCommand = DrawCommand.shallowClone(command); var rs = clone(derivedCommand.renderState, true); // Stencil test is masked to the most significant 3 bits so the reference is shifted. Writes 0 for the terrain bit rs.stencilTest.enabled = true; rs.stencilTest.mask = StencilConstants.SKIP_LOD_MASK; rs.stencilTest.reference = StencilConstants.CESIUM_3D_TILE_MASK | (reference << StencilConstants.SKIP_LOD_BIT_SHIFT); rs.stencilTest.frontFunction = StencilFunction.GREATER_OR_EQUAL; rs.stencilTest.frontOperation.zPass = StencilOperation.REPLACE; rs.stencilTest.backFunction = StencilFunction.GREATER_OR_EQUAL; rs.stencilTest.backOperation.zPass = StencilOperation.REPLACE; rs.stencilMask = StencilConstants.CESIUM_3D_TILE_MASK | StencilConstants.SKIP_LOD_MASK; derivedCommand.renderState = RenderState.fromCache(rs); return derivedCommand; } function getLastSelectionDepth(stencilCommand) { // Isolate the selection depth from the stencil reference. var reference = stencilCommand.renderState.stencilTest.reference; return ( (reference & StencilConstants.SKIP_LOD_MASK) >>> StencilConstants.SKIP_LOD_BIT_SHIFT ); } function getTranslucentRenderState(renderState) { var rs = clone(renderState, true); rs.cull.enabled = false; rs.depthTest.enabled = true; rs.depthMask = false; rs.blending = BlendingState.ALPHA_BLEND; rs.stencilTest = StencilConstants.setCesium3DTileBit(); rs.stencilMask = StencilConstants.CESIUM_3D_TILE_MASK; return RenderState.fromCache(rs); } function getOpaqueRenderState(renderState) { var rs = clone(renderState, true); rs.stencilTest = StencilConstants.setCesium3DTileBit(); rs.stencilMask = StencilConstants.CESIUM_3D_TILE_MASK; return RenderState.fromCache(rs); } /////////////////////////////////////////////////////////////////////////// function createTexture(batchTable, context, bytes) { var dimensions = batchTable._textureDimensions; return new Texture({ context: context, pixelFormat: PixelFormat.RGBA, pixelDatatype: PixelDatatype.UNSIGNED_BYTE, source: { width: dimensions.x, height: dimensions.y, arrayBufferView: bytes, }, flipY: false, sampler: Sampler.NEAREST, }); } function createPickTexture(batchTable, context) { var featuresLength = batchTable.featuresLength; if (!defined(batchTable._pickTexture) && featuresLength > 0) { var pickIds = batchTable._pickIds; var byteLength = getByteLength(batchTable); var bytes = new Uint8Array(byteLength); var content = batchTable._content; // PERFORMANCE_IDEA: we could skip the pick texture 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. for (var i = 0; i < featuresLength; ++i) { var pickId = context.createPickId(content.getFeature(i)); pickIds.push(pickId); var pickColor = pickId.color; var offset = i * 4; bytes[offset] = Color.floatToByte(pickColor.red); bytes[offset + 1] = Color.floatToByte(pickColor.green); bytes[offset + 2] = Color.floatToByte(pickColor.blue); bytes[offset + 3] = Color.floatToByte(pickColor.alpha); } batchTable._pickTexture = createTexture(batchTable, context, bytes); content.tileset._statistics.batchTableByteLength += batchTable._pickTexture.sizeInBytes; } } function updateBatchTexture(batchTable) { var dimensions = batchTable._textureDimensions; // PERFORMANCE_IDEA: Instead of rewriting the entire texture, use fine-grained // texture updates when less than, for example, 10%, of the values changed. Or // even just optimize the common case when one feature show/color changed. batchTable._batchTexture.copyFrom({ width: dimensions.x, height: dimensions.y, arrayBufferView: batchTable._batchValues, }); } Cesium3DTileBatchTable.prototype.update = function (tileset, frameState) { var context = frameState.context; this._defaultTexture = context.defaultTexture; var passes = frameState.passes; if (passes.pick || passes.postProcess) { createPickTexture(this, context); } if (this._batchValuesDirty) { this._batchValuesDirty = false; // Create batch texture on-demand if (!defined(this._batchTexture)) { this._batchTexture = createTexture(this, context, this._batchValues); tileset._statistics.batchTableByteLength += this._batchTexture.sizeInBytes; } updateBatchTexture(this); // Apply per-feature show/color updates } }; Cesium3DTileBatchTable.prototype.isDestroyed = function () { return false; }; Cesium3DTileBatchTable.prototype.destroy = function () { this._batchTexture = this._batchTexture && this._batchTexture.destroy(); this._pickTexture = this._pickTexture && this._pickTexture.destroy(); var pickIds = this._pickIds; var length = pickIds.length; for (var i = 0; i < length; ++i) { pickIds[i].destroy(); } return destroyObject(this); }; export default Cesium3DTileBatchTable;