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603 lines
17 KiB
JavaScript
603 lines
17 KiB
JavaScript
import arraySlice from "../Core/arraySlice.js";
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import Cartesian3 from "../Core/Cartesian3.js";
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import Color from "../Core/Color.js";
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import ComponentDatatype from "../Core/ComponentDatatype.js";
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import defaultValue from "../Core/defaultValue.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 Ellipsoid from "../Core/Ellipsoid.js";
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import FeatureDetection from "../Core/FeatureDetection.js";
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import IndexDatatype from "../Core/IndexDatatype.js";
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import Matrix4 from "../Core/Matrix4.js";
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import Rectangle from "../Core/Rectangle.js";
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import TaskProcessor from "../Core/TaskProcessor.js";
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import Buffer from "../Renderer/Buffer.js";
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import BufferUsage from "../Renderer/BufferUsage.js";
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import DrawCommand from "../Renderer/DrawCommand.js";
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import Pass from "../Renderer/Pass.js";
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import RenderState from "../Renderer/RenderState.js";
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import ShaderProgram from "../Renderer/ShaderProgram.js";
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import ShaderSource from "../Renderer/ShaderSource.js";
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import VertexArray from "../Renderer/VertexArray.js";
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import PolylineCommon from "../Shaders/PolylineCommon.js";
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import Vector3DTilePolylinesVS from "../Shaders/Vector3DTilePolylinesVS.js";
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import when from "../ThirdParty/when.js";
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import BlendingState from "./BlendingState.js";
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import Cesium3DTileFeature from "./Cesium3DTileFeature.js";
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/**
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* Creates a batch of polylines that have been subdivided to be draped on terrain.
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*
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* @alias Vector3DTilePolylines
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* @constructor
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*
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* @param {Object} options An object with following properties:
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* @param {Uint16Array} options.positions The positions of the polylines
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* @param {Uint32Array} options.counts The number or positions in the each polyline.
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* @param {Uint16Array} options.widths The width of each polyline.
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* @param {Number} options.minimumHeight The minimum height of the terrain covered by the tile.
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* @param {Number} options.maximumHeight The maximum height of the terrain covered by the tile.
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* @param {Rectangle} options.rectangle The rectangle containing the tile.
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* @param {Cartesian3} [options.center=Cartesian3.ZERO] The RTC center.
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* @param {Cesium3DTileBatchTable} options.batchTable The batch table for the tile containing the batched polylines.
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* @param {Uint16Array} options.batchIds The batch ids for each polyline.
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* @param {BoundingSphere} options.boundingVolume The bounding volume for the entire batch of polylines.
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*
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* @private
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*/
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function Vector3DTilePolylines(options) {
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// these arrays are all released after the first update.
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this._positions = options.positions;
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this._widths = options.widths;
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this._counts = options.counts;
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this._batchIds = options.batchIds;
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this._ellipsoid = defaultValue(options.ellipsoid, Ellipsoid.WGS84);
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this._minimumHeight = options.minimumHeight;
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this._maximumHeight = options.maximumHeight;
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this._center = options.center;
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this._rectangle = options.rectangle;
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this._boundingVolume = options.boundingVolume;
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this._batchTable = options.batchTable;
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this._va = undefined;
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this._sp = undefined;
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this._rs = undefined;
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this._uniformMap = undefined;
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this._command = undefined;
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this._transferrableBatchIds = undefined;
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this._packedBuffer = undefined;
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this._currentPositions = undefined;
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this._previousPositions = undefined;
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this._nextPositions = undefined;
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this._expandAndWidth = undefined;
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this._vertexBatchIds = undefined;
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this._indices = undefined;
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this._constantColor = Color.clone(Color.WHITE);
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this._highlightColor = this._constantColor;
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this._trianglesLength = 0;
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this._geometryByteLength = 0;
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this._ready = false;
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this._readyPromise = when.defer();
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this._verticesPromise = undefined;
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}
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Object.defineProperties(Vector3DTilePolylines.prototype, {
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/**
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* Gets the number of triangles.
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*
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* @memberof Vector3DTilePolylines.prototype
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*
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* @type {Number}
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* @readonly
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*/
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trianglesLength: {
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get: function () {
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return this._trianglesLength;
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},
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},
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/**
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* Gets the geometry memory in bytes.
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*
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* @memberof Vector3DTilePolylines.prototype
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*
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* @type {Number}
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* @readonly
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*/
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geometryByteLength: {
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get: function () {
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return this._geometryByteLength;
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},
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},
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/**
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* Gets a promise that resolves when the primitive is ready to render.
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* @memberof Vector3DTilePolylines.prototype
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* @type {Promise<void>}
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* @readonly
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*/
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readyPromise: {
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get: function () {
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return this._readyPromise.promise;
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},
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},
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});
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function packBuffer(polylines) {
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var rectangle = polylines._rectangle;
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var minimumHeight = polylines._minimumHeight;
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var maximumHeight = polylines._maximumHeight;
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var ellipsoid = polylines._ellipsoid;
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var center = polylines._center;
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var packedLength =
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2 +
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Rectangle.packedLength +
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Ellipsoid.packedLength +
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Cartesian3.packedLength;
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var packedBuffer = new Float64Array(packedLength);
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var offset = 0;
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packedBuffer[offset++] = minimumHeight;
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packedBuffer[offset++] = maximumHeight;
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Rectangle.pack(rectangle, packedBuffer, offset);
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offset += Rectangle.packedLength;
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Ellipsoid.pack(ellipsoid, packedBuffer, offset);
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offset += Ellipsoid.packedLength;
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Cartesian3.pack(center, packedBuffer, offset);
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return packedBuffer;
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}
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var createVerticesTaskProcessor = new TaskProcessor(
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"createVectorTilePolylines",
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5
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);
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var attributeLocations = {
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previousPosition: 0,
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currentPosition: 1,
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nextPosition: 2,
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expandAndWidth: 3,
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a_batchId: 4,
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};
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function createVertexArray(polylines, context) {
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if (defined(polylines._va)) {
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return;
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}
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if (!defined(polylines._verticesPromise)) {
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var positions = polylines._positions;
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var widths = polylines._widths;
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var counts = polylines._counts;
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var batchIds = polylines._transferrableBatchIds;
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var packedBuffer = polylines._packedBuffer;
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if (!defined(packedBuffer)) {
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// Copy because they may be the views on the same buffer.
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positions = polylines._positions = arraySlice(positions);
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widths = polylines._widths = arraySlice(widths);
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counts = polylines._counts = arraySlice(counts);
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batchIds = polylines._transferrableBatchIds = arraySlice(
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polylines._batchIds
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);
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packedBuffer = polylines._packedBuffer = packBuffer(polylines);
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}
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var transferrableObjects = [
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positions.buffer,
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widths.buffer,
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counts.buffer,
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batchIds.buffer,
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packedBuffer.buffer,
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];
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var parameters = {
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positions: positions.buffer,
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widths: widths.buffer,
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counts: counts.buffer,
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batchIds: batchIds.buffer,
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packedBuffer: packedBuffer.buffer,
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};
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var verticesPromise = (polylines._verticesPromise = createVerticesTaskProcessor.scheduleTask(
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parameters,
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transferrableObjects
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));
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if (!defined(verticesPromise)) {
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// Postponed
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return;
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}
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when(verticesPromise)
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.then(function (result) {
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polylines._currentPositions = new Float32Array(result.currentPositions);
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polylines._previousPositions = new Float32Array(
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result.previousPositions
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);
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polylines._nextPositions = new Float32Array(result.nextPositions);
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polylines._expandAndWidth = new Float32Array(result.expandAndWidth);
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polylines._vertexBatchIds = new Uint16Array(result.batchIds);
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var indexDatatype = result.indexDatatype;
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polylines._indices =
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indexDatatype === IndexDatatype.UNSIGNED_SHORT
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? new Uint16Array(result.indices)
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: new Uint32Array(result.indices);
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polylines._ready = true;
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})
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.otherwise(function (error) {
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polylines._readyPromise.reject(error);
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});
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}
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if (polylines._ready && !defined(polylines._va)) {
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var curPositions = polylines._currentPositions;
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var prevPositions = polylines._previousPositions;
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var nextPositions = polylines._nextPositions;
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var expandAndWidth = polylines._expandAndWidth;
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var vertexBatchIds = polylines._vertexBatchIds;
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var indices = polylines._indices;
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var byteLength =
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prevPositions.byteLength +
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curPositions.byteLength +
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nextPositions.byteLength;
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byteLength +=
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expandAndWidth.byteLength +
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vertexBatchIds.byteLength +
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indices.byteLength;
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polylines._trianglesLength = indices.length / 3;
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polylines._geometryByteLength = byteLength;
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var prevPositionBuffer = Buffer.createVertexBuffer({
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context: context,
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typedArray: prevPositions,
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usage: BufferUsage.STATIC_DRAW,
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});
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var curPositionBuffer = Buffer.createVertexBuffer({
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context: context,
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typedArray: curPositions,
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usage: BufferUsage.STATIC_DRAW,
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});
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var nextPositionBuffer = Buffer.createVertexBuffer({
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context: context,
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typedArray: nextPositions,
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usage: BufferUsage.STATIC_DRAW,
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});
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var expandAndWidthBuffer = Buffer.createVertexBuffer({
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context: context,
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typedArray: expandAndWidth,
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usage: BufferUsage.STATIC_DRAW,
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});
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var idBuffer = Buffer.createVertexBuffer({
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context: context,
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typedArray: vertexBatchIds,
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usage: BufferUsage.STATIC_DRAW,
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});
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var indexBuffer = Buffer.createIndexBuffer({
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context: context,
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typedArray: indices,
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usage: BufferUsage.STATIC_DRAW,
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indexDatatype:
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indices.BYTES_PER_ELEMENT === 2
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? IndexDatatype.UNSIGNED_SHORT
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: IndexDatatype.UNSIGNED_INT,
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});
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var vertexAttributes = [
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{
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index: attributeLocations.previousPosition,
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vertexBuffer: prevPositionBuffer,
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componentDatatype: ComponentDatatype.FLOAT,
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componentsPerAttribute: 3,
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},
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{
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index: attributeLocations.currentPosition,
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vertexBuffer: curPositionBuffer,
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componentDatatype: ComponentDatatype.FLOAT,
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componentsPerAttribute: 3,
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},
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{
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index: attributeLocations.nextPosition,
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vertexBuffer: nextPositionBuffer,
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componentDatatype: ComponentDatatype.FLOAT,
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componentsPerAttribute: 3,
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},
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{
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index: attributeLocations.expandAndWidth,
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vertexBuffer: expandAndWidthBuffer,
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componentDatatype: ComponentDatatype.FLOAT,
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componentsPerAttribute: 2,
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},
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{
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index: attributeLocations.a_batchId,
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vertexBuffer: idBuffer,
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componentDatatype: ComponentDatatype.UNSIGNED_SHORT,
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componentsPerAttribute: 1,
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},
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];
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polylines._va = new VertexArray({
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context: context,
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attributes: vertexAttributes,
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indexBuffer: indexBuffer,
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});
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polylines._positions = undefined;
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polylines._widths = undefined;
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polylines._counts = undefined;
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polylines._ellipsoid = undefined;
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polylines._minimumHeight = undefined;
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polylines._maximumHeight = undefined;
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polylines._rectangle = undefined;
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polylines._transferrableBatchIds = undefined;
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polylines._packedBuffer = undefined;
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polylines._currentPositions = undefined;
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polylines._previousPositions = undefined;
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polylines._nextPositions = undefined;
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polylines._expandAndWidth = undefined;
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polylines._vertexBatchIds = undefined;
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polylines._indices = undefined;
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polylines._readyPromise.resolve();
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}
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}
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var modifiedModelViewScratch = new Matrix4();
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var rtcScratch = new Cartesian3();
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function createUniformMap(primitive, context) {
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if (defined(primitive._uniformMap)) {
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return;
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}
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primitive._uniformMap = {
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u_modifiedModelView: function () {
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var viewMatrix = context.uniformState.view;
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Matrix4.clone(viewMatrix, modifiedModelViewScratch);
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Matrix4.multiplyByPoint(
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modifiedModelViewScratch,
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primitive._center,
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rtcScratch
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);
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Matrix4.setTranslation(
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modifiedModelViewScratch,
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rtcScratch,
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modifiedModelViewScratch
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);
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return modifiedModelViewScratch;
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},
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u_highlightColor: function () {
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return primitive._highlightColor;
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},
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};
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}
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function createRenderStates(primitive) {
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if (defined(primitive._rs)) {
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return;
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}
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var polygonOffset = {
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enabled: true,
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factor: -5.0,
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units: -5.0,
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};
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primitive._rs = RenderState.fromCache({
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blending: BlendingState.ALPHA_BLEND,
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depthMask: false,
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depthTest: {
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enabled: true,
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},
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polygonOffset: polygonOffset,
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});
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}
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var PolylineFS =
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"uniform vec4 u_highlightColor; \n" +
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"void main()\n" +
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"{\n" +
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" gl_FragColor = u_highlightColor;\n" +
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"}\n";
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function createShaders(primitive, context) {
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if (defined(primitive._sp)) {
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return;
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}
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var batchTable = primitive._batchTable;
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var vsSource = batchTable.getVertexShaderCallback(
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false,
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"a_batchId",
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undefined
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)(Vector3DTilePolylinesVS);
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var fsSource = batchTable.getFragmentShaderCallback(
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false,
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undefined,
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false
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)(PolylineFS);
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var vs = new ShaderSource({
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defines: [
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"VECTOR_TILE",
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!FeatureDetection.isInternetExplorer() ? "CLIP_POLYLINE" : "",
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],
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sources: [PolylineCommon, vsSource],
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});
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var fs = new ShaderSource({
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defines: ["VECTOR_TILE"],
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sources: [fsSource],
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});
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primitive._sp = ShaderProgram.fromCache({
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context: context,
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vertexShaderSource: vs,
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fragmentShaderSource: fs,
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attributeLocations: attributeLocations,
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});
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}
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function queueCommands(primitive, frameState) {
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if (!defined(primitive._command)) {
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var uniformMap = primitive._batchTable.getUniformMapCallback()(
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primitive._uniformMap
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);
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primitive._command = new DrawCommand({
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owner: primitive,
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vertexArray: primitive._va,
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renderState: primitive._rs,
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shaderProgram: primitive._sp,
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uniformMap: uniformMap,
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boundingVolume: primitive._boundingVolume,
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pass: Pass.TRANSLUCENT,
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pickId: primitive._batchTable.getPickId(),
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});
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}
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frameState.commandList.push(primitive._command);
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}
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/**
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* Creates features for each polyline and places it at the batch id index of features.
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*
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* @param {Vector3DTileContent} content The vector tile content.
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* @param {Cesium3DTileFeature[]} features An array of features where the polygon features will be placed.
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*/
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Vector3DTilePolylines.prototype.createFeatures = function (content, features) {
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var batchIds = this._batchIds;
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var length = batchIds.length;
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for (var i = 0; i < length; ++i) {
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var batchId = batchIds[i];
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features[batchId] = new Cesium3DTileFeature(content, batchId);
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}
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};
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/**
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* Colors the entire tile when enabled is true. The resulting color will be (polyline batch table color * color).
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*
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* @param {Boolean} enabled Whether to enable debug coloring.
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* @param {Color} color The debug color.
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*/
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Vector3DTilePolylines.prototype.applyDebugSettings = function (enabled, color) {
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this._highlightColor = enabled ? color : this._constantColor;
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};
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function clearStyle(polygons, features) {
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var batchIds = polygons._batchIds;
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var length = batchIds.length;
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for (var i = 0; i < length; ++i) {
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var batchId = batchIds[i];
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var feature = features[batchId];
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feature.show = true;
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feature.color = Color.WHITE;
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}
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}
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var scratchColor = new Color();
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var DEFAULT_COLOR_VALUE = Color.WHITE;
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var DEFAULT_SHOW_VALUE = true;
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/**
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* Apply a style to the content.
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*
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* @param {Cesium3DTileStyle} style The style.
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* @param {Cesium3DTileFeature[]} features The array of features.
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*/
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Vector3DTilePolylines.prototype.applyStyle = function (style, features) {
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if (!defined(style)) {
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clearStyle(this, features);
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return;
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}
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var batchIds = this._batchIds;
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var length = batchIds.length;
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for (var i = 0; i < length; ++i) {
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var batchId = batchIds[i];
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var feature = features[batchId];
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feature.color = defined(style.color)
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? style.color.evaluateColor(feature, scratchColor)
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: DEFAULT_COLOR_VALUE;
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feature.show = defined(style.show)
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? style.show.evaluate(feature)
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: DEFAULT_SHOW_VALUE;
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}
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};
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|
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/**
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* Updates the batches and queues the commands for rendering.
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*
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* @param {FrameState} frameState The current frame state.
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*/
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Vector3DTilePolylines.prototype.update = function (frameState) {
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var context = frameState.context;
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createVertexArray(this, context);
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createUniformMap(this, context);
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createShaders(this, context);
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createRenderStates(this);
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if (!this._ready) {
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return;
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}
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var passes = frameState.passes;
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if (passes.render || passes.pick) {
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queueCommands(this, frameState);
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}
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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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* <p>
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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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* </p>
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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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Vector3DTilePolylines.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
|
|
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
|
|
* <p>
|
|
* 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.
|
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* </p>
|
|
*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
|
|
*/
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Vector3DTilePolylines.prototype.destroy = function () {
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this._va = this._va && this._va.destroy();
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this._sp = this._sp && this._sp.destroy();
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return destroyObject(this);
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|
};
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export default Vector3DTilePolylines;
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