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JavaScript

import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import PrimitiveType from "../Core/PrimitiveType.js";
/**
* Represents a command to the renderer for drawing.
*
* @private
*/
function DrawCommand(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
this._boundingVolume = options.boundingVolume;
this._orientedBoundingBox = options.orientedBoundingBox;
this._cull = defaultValue(options.cull, true);
this._occlude = defaultValue(options.occlude, true);
this._modelMatrix = options.modelMatrix;
this._primitiveType = defaultValue(
options.primitiveType,
PrimitiveType.TRIANGLES
);
this._vertexArray = options.vertexArray;
this._count = options.count;
this._offset = defaultValue(options.offset, 0);
this._instanceCount = defaultValue(options.instanceCount, 0);
this._shaderProgram = options.shaderProgram;
this._uniformMap = options.uniformMap;
this._renderState = options.renderState;
this._framebuffer = options.framebuffer;
this._pass = options.pass;
this._executeInClosestFrustum = defaultValue(
options.executeInClosestFrustum,
false
);
this._owner = options.owner;
this._debugShowBoundingVolume = defaultValue(
options.debugShowBoundingVolume,
false
);
this._debugOverlappingFrustums = 0;
this._castShadows = defaultValue(options.castShadows, false);
this._receiveShadows = defaultValue(options.receiveShadows, false);
this._pickId = options.pickId;
this._pickOnly = defaultValue(options.pickOnly, false);
this._depthForTranslucentClassification = defaultValue(
options.depthForTranslucentClassification,
false
);
this.dirty = true;
this.lastDirtyTime = 0;
/**
* @private
*/
this.derivedCommands = {};
}
Object.defineProperties(DrawCommand.prototype, {
/**
* The bounding volume of the geometry in world space. This is used for culling and frustum selection.
* <p>
* For best rendering performance, use the tightest possible bounding volume. Although
* <code>undefined</code> is allowed, always try to provide a bounding volume to
* allow the tightest possible near and far planes to be computed for the scene, and
* minimize the number of frustums needed.
* </p>
*
* @memberof DrawCommand.prototype
* @type {Object}
* @default undefined
*
* @see DrawCommand#debugShowBoundingVolume
*/
boundingVolume: {
get: function () {
return this._boundingVolume;
},
set: function (value) {
if (this._boundingVolume !== value) {
this._boundingVolume = value;
this.dirty = true;
}
},
},
/**
* The oriented bounding box of the geometry in world space. If this is defined, it is used instead of
* {@link DrawCommand#boundingVolume} for plane intersection testing.
*
* @memberof DrawCommand.prototype
* @type {OrientedBoundingBox}
* @default undefined
*
* @see DrawCommand#debugShowBoundingVolume
*/
orientedBoundingBox: {
get: function () {
return this._orientedBoundingBox;
},
set: function (value) {
if (this._orientedBoundingBox !== value) {
this._orientedBoundingBox = value;
this.dirty = true;
}
},
},
/**
* When <code>true</code>, the renderer frustum and horizon culls the command based on its {@link DrawCommand#boundingVolume}.
* If the command was already culled, set this to <code>false</code> for a performance improvement.
*
* @memberof DrawCommand.prototype
* @type {Boolean}
* @default true
*/
cull: {
get: function () {
return this._cull;
},
set: function (value) {
if (this._cull !== value) {
this._cull = value;
this.dirty = true;
}
},
},
/**
* When <code>true</code>, the horizon culls the command based on its {@link DrawCommand#boundingVolume}.
* {@link DrawCommand#cull} must also be <code>true</code> in order for the command to be culled.
*
* @memberof DrawCommand.prototype
* @type {Boolean}
* @default true
*/
occlude: {
get: function () {
return this._occlude;
},
set: function (value) {
if (this._occlude !== value) {
this._occlude = value;
this.dirty = true;
}
},
},
/**
* The transformation from the geometry in model space to world space.
* <p>
* When <code>undefined</code>, the geometry is assumed to be defined in world space.
* </p>
*
* @memberof DrawCommand.prototype
* @type {Matrix4}
* @default undefined
*/
modelMatrix: {
get: function () {
return this._modelMatrix;
},
set: function (value) {
if (this._modelMatrix !== value) {
this._modelMatrix = value;
this.dirty = true;
}
},
},
/**
* The type of geometry in the vertex array.
*
* @memberof DrawCommand.prototype
* @type {PrimitiveType}
* @default PrimitiveType.TRIANGLES
*/
primitiveType: {
get: function () {
return this._primitiveType;
},
set: function (value) {
if (this._primitiveType !== value) {
this._primitiveType = value;
this.dirty = true;
}
},
},
/**
* The vertex array.
*
* @memberof DrawCommand.prototype
* @type {VertexArray}
* @default undefined
*/
vertexArray: {
get: function () {
return this._vertexArray;
},
set: function (value) {
if (this._vertexArray !== value) {
this._vertexArray = value;
this.dirty = true;
}
},
},
/**
* The number of vertices to draw in the vertex array.
*
* @memberof DrawCommand.prototype
* @type {Number}
* @default undefined
*/
count: {
get: function () {
return this._count;
},
set: function (value) {
if (this._count !== value) {
this._count = value;
this.dirty = true;
}
},
},
/**
* The offset to start drawing in the vertex array.
*
* @memberof DrawCommand.prototype
* @type {Number}
* @default 0
*/
offset: {
get: function () {
return this._offset;
},
set: function (value) {
if (this._offset !== value) {
this._offset = value;
this.dirty = true;
}
},
},
/**
* The number of instances to draw.
*
* @memberof DrawCommand.prototype
* @type {Number}
* @default 0
*/
instanceCount: {
get: function () {
return this._instanceCount;
},
set: function (value) {
if (this._instanceCount !== value) {
this._instanceCount = value;
this.dirty = true;
}
},
},
/**
* The shader program to apply.
*
* @memberof DrawCommand.prototype
* @type {ShaderProgram}
* @default undefined
*/
shaderProgram: {
get: function () {
return this._shaderProgram;
},
set: function (value) {
if (this._shaderProgram !== value) {
this._shaderProgram = value;
this.dirty = true;
}
},
},
/**
* Whether this command should cast shadows when shadowing is enabled.
*
* @memberof DrawCommand.prototype
* @type {Boolean}
* @default false
*/
castShadows: {
get: function () {
return this._castShadows;
},
set: function (value) {
if (this._castShadows !== value) {
this._castShadows = value;
this.dirty = true;
}
},
},
/**
* Whether this command should receive shadows when shadowing is enabled.
*
* @memberof DrawCommand.prototype
* @type {Boolean}
* @default false
*/
receiveShadows: {
get: function () {
return this._receiveShadows;
},
set: function (value) {
if (this._receiveShadows !== value) {
this._receiveShadows = value;
this.dirty = true;
}
},
},
/**
* An object with functions whose names match the uniforms in the shader program
* and return values to set those uniforms.
*
* @memberof DrawCommand.prototype
* @type {Object}
* @default undefined
*/
uniformMap: {
get: function () {
return this._uniformMap;
},
set: function (value) {
if (this._uniformMap !== value) {
this._uniformMap = value;
this.dirty = true;
}
},
},
/**
* The render state.
*
* @memberof DrawCommand.prototype
* @type {RenderState}
* @default undefined
*/
renderState: {
get: function () {
return this._renderState;
},
set: function (value) {
if (this._renderState !== value) {
this._renderState = value;
this.dirty = true;
}
},
},
/**
* The framebuffer to draw to.
*
* @memberof DrawCommand.prototype
* @type {Framebuffer}
* @default undefined
*/
framebuffer: {
get: function () {
return this._framebuffer;
},
set: function (value) {
if (this._framebuffer !== value) {
this._framebuffer = value;
this.dirty = true;
}
},
},
/**
* The pass when to render.
*
* @memberof DrawCommand.prototype
* @type {Pass}
* @default undefined
*/
pass: {
get: function () {
return this._pass;
},
set: function (value) {
if (this._pass !== value) {
this._pass = value;
this.dirty = true;
}
},
},
/**
* Specifies if this command is only to be executed in the frustum closest
* to the eye containing the bounding volume. Defaults to <code>false</code>.
*
* @memberof DrawCommand.prototype
* @type {Boolean}
* @default false
*/
executeInClosestFrustum: {
get: function () {
return this._executeInClosestFrustum;
},
set: function (value) {
if (this._executeInClosestFrustum !== value) {
this._executeInClosestFrustum = value;
this.dirty = true;
}
},
},
/**
* The object who created this command. This is useful for debugging command
* execution; it allows us to see who created a command when we only have a
* reference to the command, and can be used to selectively execute commands
* with {@link Scene#debugCommandFilter}.
*
* @memberof DrawCommand.prototype
* @type {Object}
* @default undefined
*
* @see Scene#debugCommandFilter
*/
owner: {
get: function () {
return this._owner;
},
set: function (value) {
if (this._owner !== value) {
this._owner = value;
this.dirty = true;
}
},
},
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* Draws the {@link DrawCommand#boundingVolume} for this command, assuming it is a sphere, when the command executes.
* </p>
*
* @memberof DrawCommand.prototype
* @type {Boolean}
* @default false
*
* @see DrawCommand#boundingVolume
*/
debugShowBoundingVolume: {
get: function () {
return this._debugShowBoundingVolume;
},
set: function (value) {
if (this._debugShowBoundingVolume !== value) {
this._debugShowBoundingVolume = value;
this.dirty = true;
}
},
},
/**
* Used to implement Scene.debugShowFrustums.
* @private
*/
debugOverlappingFrustums: {
get: function () {
return this._debugOverlappingFrustums;
},
set: function (value) {
if (this._debugOverlappingFrustums !== value) {
this._debugOverlappingFrustums = value;
this.dirty = true;
}
},
},
/**
* A GLSL string that will evaluate to a pick id. When <code>undefined</code>, the command will only draw depth
* during the pick pass.
*
* @memberof DrawCommand.prototype
* @type {String}
* @default undefined
*/
pickId: {
get: function () {
return this._pickId;
},
set: function (value) {
if (this._pickId !== value) {
this._pickId = value;
this.dirty = true;
}
},
},
/**
* Whether this command should be executed in the pick pass only.
*
* @memberof DrawCommand.prototype
* @type {Boolean}
* @default false
*/
pickOnly: {
get: function () {
return this._pickOnly;
},
set: function (value) {
if (this._pickOnly !== value) {
this._pickOnly = value;
this.dirty = true;
}
},
},
/**
* Whether this command should be derived to draw depth for classification of translucent primitives.
*
* @memberof DrawCommand.prototype
* @type {Boolean}
* @default false
*/
depthForTranslucentClassification: {
get: function () {
return this._depthForTranslucentClassification;
},
set: function (value) {
if (this._depthForTranslucentClassification !== value) {
this._depthForTranslucentClassification = value;
this.dirty = true;
}
},
},
});
/**
* @private
*/
DrawCommand.shallowClone = function (command, result) {
if (!defined(command)) {
return undefined;
}
if (!defined(result)) {
result = new DrawCommand();
}
result._boundingVolume = command._boundingVolume;
result._orientedBoundingBox = command._orientedBoundingBox;
result._cull = command._cull;
result._occlude = command._occlude;
result._modelMatrix = command._modelMatrix;
result._primitiveType = command._primitiveType;
result._vertexArray = command._vertexArray;
result._count = command._count;
result._offset = command._offset;
result._instanceCount = command._instanceCount;
result._shaderProgram = command._shaderProgram;
result._uniformMap = command._uniformMap;
result._renderState = command._renderState;
result._framebuffer = command._framebuffer;
result._pass = command._pass;
result._executeInClosestFrustum = command._executeInClosestFrustum;
result._owner = command._owner;
result._debugShowBoundingVolume = command._debugShowBoundingVolume;
result._debugOverlappingFrustums = command._debugOverlappingFrustums;
result._castShadows = command._castShadows;
result._receiveShadows = command._receiveShadows;
result._pickId = command._pickId;
result._pickOnly = command._pickOnly;
result._depthForTranslucentClassification =
command._depthForTranslucentClassification;
result.dirty = true;
result.lastDirtyTime = 0;
return result;
};
/**
* Executes the draw command.
*
* @param {Context} context The renderer context in which to draw.
* @param {PassState} [passState] The state for the current render pass.
*/
DrawCommand.prototype.execute = function (context, passState) {
context.draw(this, passState);
};
export default DrawCommand;