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JavaScript

import defined from "../Core/defined.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import RenderState from "../Renderer/RenderState.js";
import ShaderSource from "../Renderer/ShaderSource.js";
/**
* @private
*/
function DerivedCommand() {}
var fragDepthRegex = /\bgl_FragDepthEXT\b/;
var discardRegex = /\bdiscard\b/;
function getDepthOnlyShaderProgram(context, shaderProgram) {
var shader = context.shaderCache.getDerivedShaderProgram(
shaderProgram,
"depthOnly"
);
if (!defined(shader)) {
var attributeLocations = shaderProgram._attributeLocations;
var fs = shaderProgram.fragmentShaderSource;
var i;
var writesDepthOrDiscards = false;
var sources = fs.sources;
var length = sources.length;
for (i = 0; i < length; ++i) {
if (fragDepthRegex.test(sources[i]) || discardRegex.test(sources[i])) {
writesDepthOrDiscards = true;
break;
}
}
var usesLogDepth = false;
var defines = fs.defines;
length = defines.length;
for (i = 0; i < length; ++i) {
if (defines[i] === "LOG_DEPTH") {
usesLogDepth = true;
break;
}
}
var source;
if (!writesDepthOrDiscards && !usesLogDepth) {
source =
"void main() \n" + "{ \n" + " gl_FragColor = vec4(1.0); \n" + "} \n";
fs = new ShaderSource({
sources: [source],
});
} else if (!writesDepthOrDiscards && usesLogDepth) {
source =
"#ifdef GL_EXT_frag_depth \n" +
"#extension GL_EXT_frag_depth : enable \n" +
"#endif \n\n" +
"void main() \n" +
"{ \n" +
" gl_FragColor = vec4(1.0); \n" +
" czm_writeLogDepth(); \n" +
"} \n";
fs = new ShaderSource({
defines: ["LOG_DEPTH"],
sources: [source],
});
}
shader = context.shaderCache.createDerivedShaderProgram(
shaderProgram,
"depthOnly",
{
vertexShaderSource: shaderProgram.vertexShaderSource,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
}
);
}
return shader;
}
function getDepthOnlyRenderState(scene, renderState) {
var cache = scene._depthOnlyRenderStateCache;
var depthOnlyState = cache[renderState.id];
if (!defined(depthOnlyState)) {
var rs = RenderState.getState(renderState);
rs.depthMask = true;
rs.colorMask = {
red: false,
green: false,
blue: false,
alpha: false,
};
depthOnlyState = RenderState.fromCache(rs);
cache[renderState.id] = depthOnlyState;
}
return depthOnlyState;
}
DerivedCommand.createDepthOnlyDerivedCommand = function (
scene,
command,
context,
result
) {
// For a depth only pass, we bind a framebuffer with only a depth attachment (no color attachments),
// do not write color, and write depth. If the fragment shader doesn't modify the fragment depth
// or discard, the driver can replace the fragment shader with a pass-through shader. We're unsure if this
// actually happens so we modify the shader to use a pass-through fragment shader.
if (!defined(result)) {
result = {};
}
var shader;
var renderState;
if (defined(result.depthOnlyCommand)) {
shader = result.depthOnlyCommand.shaderProgram;
renderState = result.depthOnlyCommand.renderState;
}
result.depthOnlyCommand = DrawCommand.shallowClone(
command,
result.depthOnlyCommand
);
if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
result.depthOnlyCommand.shaderProgram = getDepthOnlyShaderProgram(
context,
command.shaderProgram
);
result.depthOnlyCommand.renderState = getDepthOnlyRenderState(
scene,
command.renderState
);
result.shaderProgramId = command.shaderProgram.id;
} else {
result.depthOnlyCommand.shaderProgram = shader;
result.depthOnlyCommand.renderState = renderState;
}
return result;
};
var writeLogDepthRegex = /\s+czm_writeLogDepth\(/;
var vertexlogDepthRegex = /\s+czm_vertexLogDepth\(/;
var extensionRegex = /\s*#extension\s+GL_EXT_frag_depth\s*:\s*enable/;
function getLogDepthShaderProgram(context, shaderProgram) {
var shader = context.shaderCache.getDerivedShaderProgram(
shaderProgram,
"logDepth"
);
if (!defined(shader)) {
var attributeLocations = shaderProgram._attributeLocations;
var vs = shaderProgram.vertexShaderSource.clone();
var fs = shaderProgram.fragmentShaderSource.clone();
vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
vs.defines.push("LOG_DEPTH");
fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
fs.defines.push("LOG_DEPTH");
var i;
var logMain;
var writesLogDepth = false;
var sources = vs.sources;
var length = sources.length;
for (i = 0; i < length; ++i) {
if (vertexlogDepthRegex.test(sources[i])) {
writesLogDepth = true;
break;
}
}
if (!writesLogDepth) {
for (i = 0; i < length; ++i) {
sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");
}
logMain =
"\n\n" +
"void main() \n" +
"{ \n" +
" czm_log_depth_main(); \n" +
" czm_vertexLogDepth(); \n" +
"} \n";
sources.push(logMain);
}
sources = fs.sources;
length = sources.length;
writesLogDepth = false;
for (i = 0; i < length; ++i) {
if (writeLogDepthRegex.test(sources[i])) {
writesLogDepth = true;
}
}
// This define indicates that a log depth value is written by the shader but doesn't use czm_writeLogDepth.
if (fs.defines.indexOf("LOG_DEPTH_WRITE") !== -1) {
writesLogDepth = true;
}
var addExtension = true;
for (i = 0; i < length; ++i) {
if (extensionRegex.test(sources[i])) {
addExtension = false;
}
}
var logSource = "";
if (addExtension) {
logSource +=
"#ifdef GL_EXT_frag_depth \n" +
"#extension GL_EXT_frag_depth : enable \n" +
"#endif \n\n";
}
if (!writesLogDepth) {
for (i = 0; i < length; i++) {
sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");
}
logSource +=
"\n" +
"void main() \n" +
"{ \n" +
" czm_log_depth_main(); \n" +
" czm_writeLogDepth(); \n" +
"} \n";
}
sources.push(logSource);
shader = context.shaderCache.createDerivedShaderProgram(
shaderProgram,
"logDepth",
{
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
}
);
}
return shader;
}
DerivedCommand.createLogDepthCommand = function (command, context, result) {
if (!defined(result)) {
result = {};
}
var shader;
if (defined(result.command)) {
shader = result.command.shaderProgram;
}
result.command = DrawCommand.shallowClone(command, result.command);
if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
result.command.shaderProgram = getLogDepthShaderProgram(
context,
command.shaderProgram
);
result.shaderProgramId = command.shaderProgram.id;
} else {
result.command.shaderProgram = shader;
}
return result;
};
function getPickShaderProgram(context, shaderProgram, pickId) {
var shader = context.shaderCache.getDerivedShaderProgram(
shaderProgram,
"pick"
);
if (!defined(shader)) {
var attributeLocations = shaderProgram._attributeLocations;
var fs = shaderProgram.fragmentShaderSource;
var sources = fs.sources;
var length = sources.length;
var newMain =
"void main() \n" +
"{ \n" +
" czm_non_pick_main(); \n" +
" if (gl_FragColor.a == 0.0) { \n" +
" discard; \n" +
" } \n" +
" gl_FragColor = " +
pickId +
"; \n" +
"} \n";
var newSources = new Array(length + 1);
for (var i = 0; i < length; ++i) {
newSources[i] = ShaderSource.replaceMain(sources[i], "czm_non_pick_main");
}
newSources[length] = newMain;
fs = new ShaderSource({
sources: newSources,
defines: fs.defines,
});
shader = context.shaderCache.createDerivedShaderProgram(
shaderProgram,
"pick",
{
vertexShaderSource: shaderProgram.vertexShaderSource,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
}
);
}
return shader;
}
function getPickRenderState(scene, renderState) {
var cache = scene.picking.pickRenderStateCache;
var pickState = cache[renderState.id];
if (!defined(pickState)) {
var rs = RenderState.getState(renderState);
rs.blending.enabled = false;
// Turns on depth writing for opaque and translucent passes
// Overlapping translucent geometry on the globe surface may exhibit z-fighting
// during the pick pass which may not match the rendered scene. Once
// terrain is on by default and ground primitives are used instead
// this will become less of a problem.
rs.depthMask = true;
pickState = RenderState.fromCache(rs);
cache[renderState.id] = pickState;
}
return pickState;
}
DerivedCommand.createPickDerivedCommand = function (
scene,
command,
context,
result
) {
if (!defined(result)) {
result = {};
}
var shader;
var renderState;
if (defined(result.pickCommand)) {
shader = result.pickCommand.shaderProgram;
renderState = result.pickCommand.renderState;
}
result.pickCommand = DrawCommand.shallowClone(command, result.pickCommand);
if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
result.pickCommand.shaderProgram = getPickShaderProgram(
context,
command.shaderProgram,
command.pickId
);
result.pickCommand.renderState = getPickRenderState(
scene,
command.renderState
);
result.shaderProgramId = command.shaderProgram.id;
} else {
result.pickCommand.shaderProgram = shader;
result.pickCommand.renderState = renderState;
}
return result;
};
function getHdrShaderProgram(context, shaderProgram) {
var shader = context.shaderCache.getDerivedShaderProgram(
shaderProgram,
"HDR"
);
if (!defined(shader)) {
var attributeLocations = shaderProgram._attributeLocations;
var vs = shaderProgram.vertexShaderSource.clone();
var fs = shaderProgram.fragmentShaderSource.clone();
vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
vs.defines.push("HDR");
fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
fs.defines.push("HDR");
shader = context.shaderCache.createDerivedShaderProgram(
shaderProgram,
"HDR",
{
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
}
);
}
return shader;
}
DerivedCommand.createHdrCommand = function (command, context, result) {
if (!defined(result)) {
result = {};
}
var shader;
if (defined(result.command)) {
shader = result.command.shaderProgram;
}
result.command = DrawCommand.shallowClone(command, result.command);
if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
result.command.shaderProgram = getHdrShaderProgram(
context,
command.shaderProgram
);
result.shaderProgramId = command.shaderProgram.id;
} else {
result.command.shaderProgram = shader;
}
return result;
};
export default DerivedCommand;