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313 lines
9.5 KiB
JavaScript
313 lines
9.5 KiB
JavaScript
import Cartesian2 from "../Core/Cartesian2.js";
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import Color from "../Core/Color.js";
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import defined from "../Core/defined.js";
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import destroyObject from "../Core/destroyObject.js";
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import PixelFormat from "../Core/PixelFormat.js";
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import PrimitiveType from "../Core/PrimitiveType.js";
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import ClearCommand from "../Renderer/ClearCommand.js";
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import DrawCommand from "../Renderer/DrawCommand.js";
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import Framebuffer from "../Renderer/Framebuffer.js";
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import Pass from "../Renderer/Pass.js";
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import PixelDatatype from "../Renderer/PixelDatatype.js";
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import RenderState from "../Renderer/RenderState.js";
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import Sampler from "../Renderer/Sampler.js";
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import ShaderSource from "../Renderer/ShaderSource.js";
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import Texture from "../Renderer/Texture.js";
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import BlendingState from "../Scene/BlendingState.js";
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import StencilConstants from "../Scene/StencilConstants.js";
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import PointCloudEyeDomeLightingShader from "../Shaders/PostProcessStages/PointCloudEyeDomeLighting.js";
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/**
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* Eye dome lighting. Does not support points with per-point translucency, but does allow translucent styling against the globe.
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* Requires support for EXT_frag_depth and WEBGL_draw_buffers extensions in WebGL 1.0.
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*
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* @private
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*/
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function PointCloudEyeDomeLighting() {
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this._framebuffer = undefined;
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this._colorGBuffer = undefined; // color gbuffer
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this._depthGBuffer = undefined; // depth gbuffer
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this._depthTexture = undefined; // needed to write depth so camera based on depth works
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this._drawCommand = undefined;
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this._clearCommand = undefined;
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this._strength = 1.0;
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this._radius = 1.0;
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}
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function destroyFramebuffer(processor) {
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var framebuffer = processor._framebuffer;
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if (!defined(framebuffer)) {
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return;
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}
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processor._colorGBuffer.destroy();
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processor._depthGBuffer.destroy();
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processor._depthTexture.destroy();
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framebuffer.destroy();
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processor._framebuffer = undefined;
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processor._colorGBuffer = undefined;
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processor._depthGBuffer = undefined;
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processor._depthTexture = undefined;
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processor._drawCommand = undefined;
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processor._clearCommand = undefined;
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}
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function createFramebuffer(processor, context) {
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var screenWidth = context.drawingBufferWidth;
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var screenHeight = context.drawingBufferHeight;
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var colorGBuffer = new Texture({
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context: context,
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width: screenWidth,
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height: screenHeight,
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pixelFormat: PixelFormat.RGBA,
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pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
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sampler: Sampler.NEAREST,
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});
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var depthGBuffer = new Texture({
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context: context,
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width: screenWidth,
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height: screenHeight,
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pixelFormat: PixelFormat.RGBA,
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pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
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sampler: Sampler.NEAREST,
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});
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var depthTexture = new Texture({
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context: context,
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width: screenWidth,
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height: screenHeight,
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pixelFormat: PixelFormat.DEPTH_COMPONENT,
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pixelDatatype: PixelDatatype.UNSIGNED_INT,
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sampler: Sampler.NEAREST,
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});
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processor._framebuffer = new Framebuffer({
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context: context,
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colorTextures: [colorGBuffer, depthGBuffer],
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depthTexture: depthTexture,
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destroyAttachments: false,
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});
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processor._colorGBuffer = colorGBuffer;
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processor._depthGBuffer = depthGBuffer;
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processor._depthTexture = depthTexture;
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}
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var distanceAndEdlStrengthScratch = new Cartesian2();
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function createCommands(processor, context) {
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var blendFS = new ShaderSource({
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defines: ["LOG_DEPTH_WRITE"],
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sources: [PointCloudEyeDomeLightingShader],
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});
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var blendUniformMap = {
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u_pointCloud_colorGBuffer: function () {
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return processor._colorGBuffer;
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},
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u_pointCloud_depthGBuffer: function () {
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return processor._depthGBuffer;
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},
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u_distanceAndEdlStrength: function () {
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distanceAndEdlStrengthScratch.x = processor._radius;
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distanceAndEdlStrengthScratch.y = processor._strength;
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return distanceAndEdlStrengthScratch;
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},
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};
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var blendRenderState = RenderState.fromCache({
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blending: BlendingState.ALPHA_BLEND,
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depthMask: true,
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depthTest: {
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enabled: true,
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},
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stencilTest: StencilConstants.setCesium3DTileBit(),
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stencilMask: StencilConstants.CESIUM_3D_TILE_MASK,
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});
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processor._drawCommand = context.createViewportQuadCommand(blendFS, {
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uniformMap: blendUniformMap,
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renderState: blendRenderState,
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pass: Pass.CESIUM_3D_TILE,
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owner: processor,
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});
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processor._clearCommand = new ClearCommand({
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framebuffer: processor._framebuffer,
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color: new Color(0.0, 0.0, 0.0, 0.0),
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depth: 1.0,
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renderState: RenderState.fromCache(),
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pass: Pass.CESIUM_3D_TILE,
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owner: processor,
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});
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}
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function createResources(processor, context) {
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var screenWidth = context.drawingBufferWidth;
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var screenHeight = context.drawingBufferHeight;
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var colorGBuffer = processor._colorGBuffer;
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var nowDirty = false;
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var resized =
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defined(colorGBuffer) &&
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(colorGBuffer.width !== screenWidth ||
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colorGBuffer.height !== screenHeight);
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if (!defined(colorGBuffer) || resized) {
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destroyFramebuffer(processor);
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createFramebuffer(processor, context);
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createCommands(processor, context);
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nowDirty = true;
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}
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return nowDirty;
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}
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function isSupported(context) {
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return context.drawBuffers && context.fragmentDepth;
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}
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PointCloudEyeDomeLighting.isSupported = isSupported;
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function getECShaderProgram(context, shaderProgram) {
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var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, "EC");
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if (!defined(shader)) {
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var attributeLocations = shaderProgram._attributeLocations;
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var fs = shaderProgram.fragmentShaderSource.clone();
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fs.sources = fs.sources.map(function (source) {
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source = ShaderSource.replaceMain(
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source,
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"czm_point_cloud_post_process_main"
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);
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source = source.replace(/gl_FragColor/g, "gl_FragData[0]");
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return source;
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});
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fs.sources.unshift("#extension GL_EXT_draw_buffers : enable \n");
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fs.sources.push(
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"void main() \n" +
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"{ \n" +
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" czm_point_cloud_post_process_main(); \n" +
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"#ifdef LOG_DEPTH\n" +
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" czm_writeLogDepth();\n" +
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" gl_FragData[1] = czm_packDepth(gl_FragDepthEXT); \n" +
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"#else\n" +
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" gl_FragData[1] = czm_packDepth(gl_FragCoord.z);\n" +
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"#endif\n" +
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"}"
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);
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shader = context.shaderCache.createDerivedShaderProgram(
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shaderProgram,
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"EC",
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{
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vertexShaderSource: shaderProgram.vertexShaderSource,
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fragmentShaderSource: fs,
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attributeLocations: attributeLocations,
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}
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);
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}
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return shader;
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}
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PointCloudEyeDomeLighting.prototype.update = function (
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frameState,
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commandStart,
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pointCloudShading,
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boundingVolume
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) {
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if (!isSupported(frameState.context)) {
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return;
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}
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this._strength = pointCloudShading.eyeDomeLightingStrength;
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this._radius =
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pointCloudShading.eyeDomeLightingRadius * frameState.pixelRatio;
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var dirty = createResources(this, frameState.context);
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// Hijack existing point commands to render into an offscreen FBO.
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var i;
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var commandList = frameState.commandList;
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var commandEnd = commandList.length;
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for (i = commandStart; i < commandEnd; ++i) {
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var command = commandList[i];
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if (
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command.primitiveType !== PrimitiveType.POINTS ||
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command.pass === Pass.TRANSLUCENT
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) {
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continue;
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}
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var derivedCommand = command.derivedCommands.pointCloudProcessor;
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if (
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!defined(derivedCommand) ||
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command.dirty ||
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dirty ||
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derivedCommand.framebuffer !== this._framebuffer
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) {
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// Prevent crash when tiles out-of-view come in-view during context size change
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derivedCommand = DrawCommand.shallowClone(command);
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command.derivedCommands.pointCloudProcessor = derivedCommand;
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derivedCommand.framebuffer = this._framebuffer;
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derivedCommand.shaderProgram = getECShaderProgram(
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frameState.context,
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command.shaderProgram
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);
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derivedCommand.castShadows = false;
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derivedCommand.receiveShadows = false;
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}
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commandList[i] = derivedCommand;
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}
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var clearCommand = this._clearCommand;
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var blendCommand = this._drawCommand;
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blendCommand.boundingVolume = boundingVolume;
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// Blend EDL into the main FBO
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commandList.push(blendCommand);
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commandList.push(clearCommand);
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};
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <br /><br />
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* If this object was destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
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*
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* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
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*
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* @see PointCloudEyeDomeLighting#destroy
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*/
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PointCloudEyeDomeLighting.prototype.isDestroyed = function () {
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return false;
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};
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/**
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* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
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* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
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* <br /><br />
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*
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* @example
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* processor = processor && processor.destroy();
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*
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* @see PointCloudEyeDomeLighting#isDestroyed
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*/
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PointCloudEyeDomeLighting.prototype.destroy = function () {
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destroyFramebuffer(this);
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return destroyObject(this);
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};
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export default PointCloudEyeDomeLighting;
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