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.
360 lines
10 KiB
JavaScript
360 lines
10 KiB
JavaScript
import BoundingSphere from "../Core/BoundingSphere.js";
|
|
import Cartesian2 from "../Core/Cartesian2.js";
|
|
import Cartesian3 from "../Core/Cartesian3.js";
|
|
import Cartesian4 from "../Core/Cartesian4.js";
|
|
import ComponentDatatype from "../Core/ComponentDatatype.js";
|
|
import defined from "../Core/defined.js";
|
|
import destroyObject from "../Core/destroyObject.js";
|
|
import IndexDatatype from "../Core/IndexDatatype.js";
|
|
import CesiumMath from "../Core/Math.js";
|
|
import Matrix4 from "../Core/Matrix4.js";
|
|
import PixelFormat from "../Core/PixelFormat.js";
|
|
import PrimitiveType from "../Core/PrimitiveType.js";
|
|
import Buffer from "../Renderer/Buffer.js";
|
|
import BufferUsage from "../Renderer/BufferUsage.js";
|
|
import ComputeCommand from "../Renderer/ComputeCommand.js";
|
|
import DrawCommand from "../Renderer/DrawCommand.js";
|
|
import PixelDatatype from "../Renderer/PixelDatatype.js";
|
|
import RenderState from "../Renderer/RenderState.js";
|
|
import ShaderProgram from "../Renderer/ShaderProgram.js";
|
|
import Texture from "../Renderer/Texture.js";
|
|
import VertexArray from "../Renderer/VertexArray.js";
|
|
import SunFS from "../Shaders/SunFS.js";
|
|
import SunTextureFS from "../Shaders/SunTextureFS.js";
|
|
import SunVS from "../Shaders/SunVS.js";
|
|
import BlendingState from "./BlendingState.js";
|
|
import SceneMode from "./SceneMode.js";
|
|
import SceneTransforms from "./SceneTransforms.js";
|
|
|
|
/**
|
|
* Draws a sun billboard.
|
|
* <p>This is only supported in 3D and Columbus view.</p>
|
|
*
|
|
* @alias Sun
|
|
* @constructor
|
|
*
|
|
*
|
|
* @example
|
|
* scene.sun = new Cesium.Sun();
|
|
*
|
|
* @see Scene#sun
|
|
*/
|
|
function Sun() {
|
|
/**
|
|
* Determines if the sun will be shown.
|
|
*
|
|
* @type {Boolean}
|
|
* @default true
|
|
*/
|
|
this.show = true;
|
|
|
|
this._drawCommand = new DrawCommand({
|
|
primitiveType: PrimitiveType.TRIANGLES,
|
|
boundingVolume: new BoundingSphere(),
|
|
owner: this,
|
|
});
|
|
this._commands = {
|
|
drawCommand: this._drawCommand,
|
|
computeCommand: undefined,
|
|
};
|
|
this._boundingVolume = new BoundingSphere();
|
|
this._boundingVolume2D = new BoundingSphere();
|
|
|
|
this._texture = undefined;
|
|
this._drawingBufferWidth = undefined;
|
|
this._drawingBufferHeight = undefined;
|
|
this._radiusTS = undefined;
|
|
this._size = undefined;
|
|
|
|
this.glowFactor = 1.0;
|
|
this._glowFactorDirty = false;
|
|
|
|
this._useHdr = undefined;
|
|
|
|
var that = this;
|
|
this._uniformMap = {
|
|
u_texture: function () {
|
|
return that._texture;
|
|
},
|
|
u_size: function () {
|
|
return that._size;
|
|
},
|
|
};
|
|
}
|
|
|
|
Object.defineProperties(Sun.prototype, {
|
|
/**
|
|
* Gets or sets a number that controls how "bright" the Sun's lens flare appears
|
|
* to be. Zero shows just the Sun's disc without any flare.
|
|
* Use larger values for a more pronounced flare around the Sun.
|
|
*
|
|
* @memberof Sun.prototype
|
|
* @type {Number}
|
|
* @default 1.0
|
|
*/
|
|
glowFactor: {
|
|
get: function () {
|
|
return this._glowFactor;
|
|
},
|
|
set: function (glowFactor) {
|
|
glowFactor = Math.max(glowFactor, 0.0);
|
|
this._glowFactor = glowFactor;
|
|
this._glowFactorDirty = true;
|
|
},
|
|
},
|
|
});
|
|
|
|
var scratchPositionWC = new Cartesian2();
|
|
var scratchLimbWC = new Cartesian2();
|
|
var scratchPositionEC = new Cartesian4();
|
|
var scratchCartesian4 = new Cartesian4();
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
Sun.prototype.update = function (frameState, passState, useHdr) {
|
|
if (!this.show) {
|
|
return undefined;
|
|
}
|
|
|
|
var mode = frameState.mode;
|
|
if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
|
|
return undefined;
|
|
}
|
|
|
|
if (!frameState.passes.render) {
|
|
return undefined;
|
|
}
|
|
|
|
var context = frameState.context;
|
|
var drawingBufferWidth = passState.viewport.width;
|
|
var drawingBufferHeight = passState.viewport.height;
|
|
|
|
if (
|
|
!defined(this._texture) ||
|
|
drawingBufferWidth !== this._drawingBufferWidth ||
|
|
drawingBufferHeight !== this._drawingBufferHeight ||
|
|
this._glowFactorDirty ||
|
|
useHdr !== this._useHdr
|
|
) {
|
|
this._texture = this._texture && this._texture.destroy();
|
|
this._drawingBufferWidth = drawingBufferWidth;
|
|
this._drawingBufferHeight = drawingBufferHeight;
|
|
this._glowFactorDirty = false;
|
|
this._useHdr = useHdr;
|
|
|
|
var size = Math.max(drawingBufferWidth, drawingBufferHeight);
|
|
size = Math.pow(2.0, Math.ceil(Math.log(size) / Math.log(2.0)) - 2.0);
|
|
|
|
// The size computed above can be less than 1.0 if size < 4.0. This will probably
|
|
// never happen in practice, but does in the tests. Clamp to 1.0 to prevent WebGL
|
|
// errors in the tests.
|
|
size = Math.max(1.0, size);
|
|
|
|
var pixelDatatype = useHdr
|
|
? context.halfFloatingPointTexture
|
|
? PixelDatatype.HALF_FLOAT
|
|
: PixelDatatype.FLOAT
|
|
: PixelDatatype.UNSIGNED_BYTE;
|
|
this._texture = new Texture({
|
|
context: context,
|
|
width: size,
|
|
height: size,
|
|
pixelFormat: PixelFormat.RGBA,
|
|
pixelDatatype: pixelDatatype,
|
|
});
|
|
|
|
this._glowLengthTS = this._glowFactor * 5.0;
|
|
this._radiusTS = (1.0 / (1.0 + 2.0 * this._glowLengthTS)) * 0.5;
|
|
|
|
var that = this;
|
|
var uniformMap = {
|
|
u_radiusTS: function () {
|
|
return that._radiusTS;
|
|
},
|
|
};
|
|
|
|
this._commands.computeCommand = new ComputeCommand({
|
|
fragmentShaderSource: SunTextureFS,
|
|
outputTexture: this._texture,
|
|
uniformMap: uniformMap,
|
|
persists: false,
|
|
owner: this,
|
|
postExecute: function () {
|
|
that._commands.computeCommand = undefined;
|
|
},
|
|
});
|
|
}
|
|
|
|
var drawCommand = this._drawCommand;
|
|
|
|
if (!defined(drawCommand.vertexArray)) {
|
|
var attributeLocations = {
|
|
direction: 0,
|
|
};
|
|
|
|
var directions = new Uint8Array(4 * 2);
|
|
directions[0] = 0;
|
|
directions[1] = 0;
|
|
|
|
directions[2] = 255;
|
|
directions[3] = 0.0;
|
|
|
|
directions[4] = 255;
|
|
directions[5] = 255;
|
|
|
|
directions[6] = 0.0;
|
|
directions[7] = 255;
|
|
|
|
var vertexBuffer = Buffer.createVertexBuffer({
|
|
context: context,
|
|
typedArray: directions,
|
|
usage: BufferUsage.STATIC_DRAW,
|
|
});
|
|
var attributes = [
|
|
{
|
|
index: attributeLocations.direction,
|
|
vertexBuffer: vertexBuffer,
|
|
componentsPerAttribute: 2,
|
|
normalize: true,
|
|
componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
|
|
},
|
|
];
|
|
// Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN
|
|
var indexBuffer = Buffer.createIndexBuffer({
|
|
context: context,
|
|
typedArray: new Uint16Array([0, 1, 2, 0, 2, 3]),
|
|
usage: BufferUsage.STATIC_DRAW,
|
|
indexDatatype: IndexDatatype.UNSIGNED_SHORT,
|
|
});
|
|
drawCommand.vertexArray = new VertexArray({
|
|
context: context,
|
|
attributes: attributes,
|
|
indexBuffer: indexBuffer,
|
|
});
|
|
|
|
drawCommand.shaderProgram = ShaderProgram.fromCache({
|
|
context: context,
|
|
vertexShaderSource: SunVS,
|
|
fragmentShaderSource: SunFS,
|
|
attributeLocations: attributeLocations,
|
|
});
|
|
|
|
drawCommand.renderState = RenderState.fromCache({
|
|
blending: BlendingState.ALPHA_BLEND,
|
|
});
|
|
drawCommand.uniformMap = this._uniformMap;
|
|
}
|
|
|
|
var sunPosition = context.uniformState.sunPositionWC;
|
|
var sunPositionCV = context.uniformState.sunPositionColumbusView;
|
|
|
|
var boundingVolume = this._boundingVolume;
|
|
var boundingVolume2D = this._boundingVolume2D;
|
|
|
|
Cartesian3.clone(sunPosition, boundingVolume.center);
|
|
boundingVolume2D.center.x = sunPositionCV.z;
|
|
boundingVolume2D.center.y = sunPositionCV.x;
|
|
boundingVolume2D.center.z = sunPositionCV.y;
|
|
|
|
boundingVolume.radius =
|
|
CesiumMath.SOLAR_RADIUS + CesiumMath.SOLAR_RADIUS * this._glowLengthTS;
|
|
boundingVolume2D.radius = boundingVolume.radius;
|
|
|
|
if (mode === SceneMode.SCENE3D) {
|
|
BoundingSphere.clone(boundingVolume, drawCommand.boundingVolume);
|
|
} else if (mode === SceneMode.COLUMBUS_VIEW) {
|
|
BoundingSphere.clone(boundingVolume2D, drawCommand.boundingVolume);
|
|
}
|
|
|
|
var position = SceneTransforms.computeActualWgs84Position(
|
|
frameState,
|
|
sunPosition,
|
|
scratchCartesian4
|
|
);
|
|
|
|
var dist = Cartesian3.magnitude(
|
|
Cartesian3.subtract(position, frameState.camera.position, scratchCartesian4)
|
|
);
|
|
var projMatrix = context.uniformState.projection;
|
|
|
|
var positionEC = scratchPositionEC;
|
|
positionEC.x = 0;
|
|
positionEC.y = 0;
|
|
positionEC.z = -dist;
|
|
positionEC.w = 1;
|
|
|
|
var positionCC = Matrix4.multiplyByVector(
|
|
projMatrix,
|
|
positionEC,
|
|
scratchCartesian4
|
|
);
|
|
var positionWC = SceneTransforms.clipToGLWindowCoordinates(
|
|
passState.viewport,
|
|
positionCC,
|
|
scratchPositionWC
|
|
);
|
|
|
|
positionEC.x = CesiumMath.SOLAR_RADIUS;
|
|
var limbCC = Matrix4.multiplyByVector(
|
|
projMatrix,
|
|
positionEC,
|
|
scratchCartesian4
|
|
);
|
|
var limbWC = SceneTransforms.clipToGLWindowCoordinates(
|
|
passState.viewport,
|
|
limbCC,
|
|
scratchLimbWC
|
|
);
|
|
|
|
this._size = Cartesian2.magnitude(
|
|
Cartesian2.subtract(limbWC, positionWC, scratchCartesian4)
|
|
);
|
|
this._size = 2.0 * this._size * (1.0 + 2.0 * this._glowLengthTS);
|
|
this._size = Math.ceil(this._size);
|
|
|
|
return this._commands;
|
|
};
|
|
|
|
/**
|
|
* Returns true if this object was destroyed; otherwise, false.
|
|
* <br /><br />
|
|
* If this object was destroyed, it should not be used; calling any function other than
|
|
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
|
|
*
|
|
* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
|
|
*
|
|
* @see Sun#destroy
|
|
*/
|
|
Sun.prototype.isDestroyed = function () {
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
|
|
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
|
|
* <br /><br />
|
|
* Once an object is destroyed, it should not be used; calling any function other than
|
|
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
|
|
* assign the return value (<code>undefined</code>) to the object as done in the example.
|
|
*
|
|
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
|
|
*
|
|
*
|
|
* @example
|
|
* sun = sun && sun.destroy();
|
|
*
|
|
* @see Sun#isDestroyed
|
|
*/
|
|
Sun.prototype.destroy = function () {
|
|
var command = this._drawCommand;
|
|
command.vertexArray = command.vertexArray && command.vertexArray.destroy();
|
|
command.shaderProgram =
|
|
command.shaderProgram && command.shaderProgram.destroy();
|
|
|
|
this._texture = this._texture && this._texture.destroy();
|
|
|
|
return destroyObject(this);
|
|
};
|
|
export default Sun;
|