You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

289 lines
8.0 KiB
JavaScript

import BoundingRectangle from "../Core/BoundingRectangle.js";
import Cartesian2 from "../Core/Cartesian2.js";
import Cartesian4 from "../Core/Cartesian4.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import CesiumMath from "../Core/Math.js";
import Matrix4 from "../Core/Matrix4.js";
import Transforms from "../Core/Transforms.js";
import AdditiveBlend from "../Shaders/PostProcessStages/AdditiveBlend.js";
import BrightPass from "../Shaders/PostProcessStages/BrightPass.js";
import GaussianBlur1D from "../Shaders/PostProcessStages/GaussianBlur1D.js";
import PassThrough from "../Shaders/PostProcessStages/PassThrough.js";
import PostProcessStage from "./PostProcessStage.js";
import PostProcessStageComposite from "./PostProcessStageComposite.js";
import PostProcessStageSampleMode from "./PostProcessStageSampleMode.js";
import PostProcessStageTextureCache from "./PostProcessStageTextureCache.js";
import SceneFramebuffer from "./SceneFramebuffer.js";
function SunPostProcess() {
this._sceneFramebuffer = new SceneFramebuffer();
var scale = 0.125;
var stages = new Array(6);
stages[0] = new PostProcessStage({
fragmentShader: PassThrough,
textureScale: scale,
forcePowerOfTwo: true,
sampleMode: PostProcessStageSampleMode.LINEAR,
});
var brightPass = (stages[1] = new PostProcessStage({
fragmentShader: BrightPass,
uniforms: {
avgLuminance: 0.5, // A guess at the average luminance across the entire scene
threshold: 0.25,
offset: 0.1,
},
textureScale: scale,
forcePowerOfTwo: true,
}));
var that = this;
this._delta = 1.0;
this._sigma = 2.0;
this._blurStep = new Cartesian2();
stages[2] = new PostProcessStage({
fragmentShader: GaussianBlur1D,
uniforms: {
step: function () {
that._blurStep.x = that._blurStep.y =
1.0 / brightPass.outputTexture.width;
return that._blurStep;
},
delta: function () {
return that._delta;
},
sigma: function () {
return that._sigma;
},
direction: 0.0,
},
textureScale: scale,
forcePowerOfTwo: true,
});
stages[3] = new PostProcessStage({
fragmentShader: GaussianBlur1D,
uniforms: {
step: function () {
that._blurStep.x = that._blurStep.y =
1.0 / brightPass.outputTexture.width;
return that._blurStep;
},
delta: function () {
return that._delta;
},
sigma: function () {
return that._sigma;
},
direction: 1.0,
},
textureScale: scale,
forcePowerOfTwo: true,
});
stages[4] = new PostProcessStage({
fragmentShader: PassThrough,
sampleMode: PostProcessStageSampleMode.LINEAR,
});
this._uCenter = new Cartesian2();
this._uRadius = undefined;
stages[5] = new PostProcessStage({
fragmentShader: AdditiveBlend,
uniforms: {
center: function () {
return that._uCenter;
},
radius: function () {
return that._uRadius;
},
colorTexture2: function () {
return that._sceneFramebuffer.getFramebuffer().getColorTexture(0);
},
},
});
this._stages = new PostProcessStageComposite({
stages: stages,
});
var textureCache = new PostProcessStageTextureCache(this);
var length = stages.length;
for (var i = 0; i < length; ++i) {
stages[i]._textureCache = textureCache;
}
this._textureCache = textureCache;
this.length = stages.length;
}
SunPostProcess.prototype.get = function (index) {
return this._stages.get(index);
};
SunPostProcess.prototype.getStageByName = function (name) {
var length = this._stages.length;
for (var i = 0; i < length; ++i) {
var stage = this._stages.get(i);
if (stage.name === name) {
return stage;
}
}
return undefined;
};
var sunPositionECScratch = new Cartesian4();
var sunPositionWCScratch = new Cartesian2();
var sizeScratch = new Cartesian2();
var postProcessMatrix4Scratch = new Matrix4();
function updateSunPosition(postProcess, context, viewport) {
var us = context.uniformState;
var sunPosition = us.sunPositionWC;
var viewMatrix = us.view;
var viewProjectionMatrix = us.viewProjection;
var projectionMatrix = us.projection;
// create up sampled render state
var viewportTransformation = Matrix4.computeViewportTransformation(
viewport,
0.0,
1.0,
postProcessMatrix4Scratch
);
var sunPositionEC = Matrix4.multiplyByPoint(
viewMatrix,
sunPosition,
sunPositionECScratch
);
var sunPositionWC = Transforms.pointToGLWindowCoordinates(
viewProjectionMatrix,
viewportTransformation,
sunPosition,
sunPositionWCScratch
);
sunPositionEC.x += CesiumMath.SOLAR_RADIUS;
var limbWC = Transforms.pointToGLWindowCoordinates(
projectionMatrix,
viewportTransformation,
sunPositionEC,
sunPositionEC
);
var sunSize =
Cartesian2.magnitude(Cartesian2.subtract(limbWC, sunPositionWC, limbWC)) *
30.0 *
2.0;
var size = sizeScratch;
size.x = sunSize;
size.y = sunSize;
postProcess._uCenter = Cartesian2.clone(sunPositionWC, postProcess._uCenter);
postProcess._uRadius = Math.max(size.x, size.y) * 0.15;
var width = context.drawingBufferWidth;
var height = context.drawingBufferHeight;
var stages = postProcess._stages;
var firstStage = stages.get(0);
var downSampleWidth = firstStage.outputTexture.width;
var downSampleHeight = firstStage.outputTexture.height;
var downSampleViewport = new BoundingRectangle();
downSampleViewport.width = downSampleWidth;
downSampleViewport.height = downSampleHeight;
// create down sampled render state
viewportTransformation = Matrix4.computeViewportTransformation(
downSampleViewport,
0.0,
1.0,
postProcessMatrix4Scratch
);
sunPositionWC = Transforms.pointToGLWindowCoordinates(
viewProjectionMatrix,
viewportTransformation,
sunPosition,
sunPositionWCScratch
);
size.x *= downSampleWidth / width;
size.y *= downSampleHeight / height;
var scissorRectangle = firstStage.scissorRectangle;
scissorRectangle.x = Math.max(sunPositionWC.x - size.x * 0.5, 0.0);
scissorRectangle.y = Math.max(sunPositionWC.y - size.y * 0.5, 0.0);
scissorRectangle.width = Math.min(size.x, width);
scissorRectangle.height = Math.min(size.y, height);
for (var i = 1; i < 4; ++i) {
BoundingRectangle.clone(scissorRectangle, stages.get(i).scissorRectangle);
}
}
SunPostProcess.prototype.clear = function (context, passState, clearColor) {
this._sceneFramebuffer.clear(context, passState, clearColor);
this._textureCache.clear(context);
};
SunPostProcess.prototype.update = function (passState) {
var context = passState.context;
var viewport = passState.viewport;
var sceneFramebuffer = this._sceneFramebuffer;
sceneFramebuffer.update(context, viewport);
var framebuffer = sceneFramebuffer.getFramebuffer();
this._textureCache.update(context);
this._stages.update(context, false);
updateSunPosition(this, context, viewport);
return framebuffer;
};
SunPostProcess.prototype.execute = function (context) {
var colorTexture = this._sceneFramebuffer.getFramebuffer().getColorTexture(0);
var stages = this._stages;
var length = stages.length;
stages.get(0).execute(context, colorTexture);
for (var i = 1; i < length; ++i) {
stages.get(i).execute(context, stages.get(i - 1).outputTexture);
}
};
SunPostProcess.prototype.copy = function (context, framebuffer) {
if (!defined(this._copyColorCommand)) {
var that = this;
this._copyColorCommand = context.createViewportQuadCommand(PassThrough, {
uniformMap: {
colorTexture: function () {
return that._stages.get(that._stages.length - 1).outputTexture;
},
},
owner: this,
});
}
this._copyColorCommand.framebuffer = framebuffer;
this._copyColorCommand.execute(context);
};
SunPostProcess.prototype.isDestroyed = function () {
return false;
};
SunPostProcess.prototype.destroy = function () {
this._textureCache.destroy();
this._stages.destroy();
return destroyObject(this);
};
export default SunPostProcess;