DerivedCommand.js 11 KB

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  1. import defined from "../Core/defined.js";
  2. import DrawCommand from "../Renderer/DrawCommand.js";
  3. import RenderState from "../Renderer/RenderState.js";
  4. import ShaderSource from "../Renderer/ShaderSource.js";
  5. /**
  6. * @private
  7. */
  8. function DerivedCommand() {}
  9. var fragDepthRegex = /\bgl_FragDepthEXT\b/;
  10. var discardRegex = /\bdiscard\b/;
  11. function getDepthOnlyShaderProgram(context, shaderProgram) {
  12. var shader = context.shaderCache.getDerivedShaderProgram(
  13. shaderProgram,
  14. "depthOnly"
  15. );
  16. if (!defined(shader)) {
  17. var attributeLocations = shaderProgram._attributeLocations;
  18. var fs = shaderProgram.fragmentShaderSource;
  19. var i;
  20. var writesDepthOrDiscards = false;
  21. var sources = fs.sources;
  22. var length = sources.length;
  23. for (i = 0; i < length; ++i) {
  24. if (fragDepthRegex.test(sources[i]) || discardRegex.test(sources[i])) {
  25. writesDepthOrDiscards = true;
  26. break;
  27. }
  28. }
  29. var usesLogDepth = false;
  30. var defines = fs.defines;
  31. length = defines.length;
  32. for (i = 0; i < length; ++i) {
  33. if (defines[i] === "LOG_DEPTH") {
  34. usesLogDepth = true;
  35. break;
  36. }
  37. }
  38. var source;
  39. if (!writesDepthOrDiscards && !usesLogDepth) {
  40. source =
  41. "void main() \n" + "{ \n" + " gl_FragColor = vec4(1.0); \n" + "} \n";
  42. fs = new ShaderSource({
  43. sources: [source],
  44. });
  45. } else if (!writesDepthOrDiscards && usesLogDepth) {
  46. source =
  47. "#ifdef GL_EXT_frag_depth \n" +
  48. "#extension GL_EXT_frag_depth : enable \n" +
  49. "#endif \n\n" +
  50. "void main() \n" +
  51. "{ \n" +
  52. " gl_FragColor = vec4(1.0); \n" +
  53. " czm_writeLogDepth(); \n" +
  54. "} \n";
  55. fs = new ShaderSource({
  56. defines: ["LOG_DEPTH"],
  57. sources: [source],
  58. });
  59. }
  60. shader = context.shaderCache.createDerivedShaderProgram(
  61. shaderProgram,
  62. "depthOnly",
  63. {
  64. vertexShaderSource: shaderProgram.vertexShaderSource,
  65. fragmentShaderSource: fs,
  66. attributeLocations: attributeLocations,
  67. }
  68. );
  69. }
  70. return shader;
  71. }
  72. function getDepthOnlyRenderState(scene, renderState) {
  73. var cache = scene._depthOnlyRenderStateCache;
  74. var depthOnlyState = cache[renderState.id];
  75. if (!defined(depthOnlyState)) {
  76. var rs = RenderState.getState(renderState);
  77. rs.depthMask = true;
  78. rs.colorMask = {
  79. red: false,
  80. green: false,
  81. blue: false,
  82. alpha: false,
  83. };
  84. depthOnlyState = RenderState.fromCache(rs);
  85. cache[renderState.id] = depthOnlyState;
  86. }
  87. return depthOnlyState;
  88. }
  89. DerivedCommand.createDepthOnlyDerivedCommand = function (
  90. scene,
  91. command,
  92. context,
  93. result
  94. ) {
  95. // For a depth only pass, we bind a framebuffer with only a depth attachment (no color attachments),
  96. // do not write color, and write depth. If the fragment shader doesn't modify the fragment depth
  97. // or discard, the driver can replace the fragment shader with a pass-through shader. We're unsure if this
  98. // actually happens so we modify the shader to use a pass-through fragment shader.
  99. if (!defined(result)) {
  100. result = {};
  101. }
  102. var shader;
  103. var renderState;
  104. if (defined(result.depthOnlyCommand)) {
  105. shader = result.depthOnlyCommand.shaderProgram;
  106. renderState = result.depthOnlyCommand.renderState;
  107. }
  108. result.depthOnlyCommand = DrawCommand.shallowClone(
  109. command,
  110. result.depthOnlyCommand
  111. );
  112. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  113. result.depthOnlyCommand.shaderProgram = getDepthOnlyShaderProgram(
  114. context,
  115. command.shaderProgram
  116. );
  117. result.depthOnlyCommand.renderState = getDepthOnlyRenderState(
  118. scene,
  119. command.renderState
  120. );
  121. result.shaderProgramId = command.shaderProgram.id;
  122. } else {
  123. result.depthOnlyCommand.shaderProgram = shader;
  124. result.depthOnlyCommand.renderState = renderState;
  125. }
  126. return result;
  127. };
  128. var writeLogDepthRegex = /\s+czm_writeLogDepth\(/;
  129. var vertexlogDepthRegex = /\s+czm_vertexLogDepth\(/;
  130. var extensionRegex = /\s*#extension\s+GL_EXT_frag_depth\s*:\s*enable/;
  131. function getLogDepthShaderProgram(context, shaderProgram) {
  132. var shader = context.shaderCache.getDerivedShaderProgram(
  133. shaderProgram,
  134. "logDepth"
  135. );
  136. if (!defined(shader)) {
  137. var attributeLocations = shaderProgram._attributeLocations;
  138. var vs = shaderProgram.vertexShaderSource.clone();
  139. var fs = shaderProgram.fragmentShaderSource.clone();
  140. vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
  141. vs.defines.push("LOG_DEPTH");
  142. fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
  143. fs.defines.push("LOG_DEPTH");
  144. var i;
  145. var logMain;
  146. var writesLogDepth = false;
  147. var sources = vs.sources;
  148. var length = sources.length;
  149. for (i = 0; i < length; ++i) {
  150. if (vertexlogDepthRegex.test(sources[i])) {
  151. writesLogDepth = true;
  152. break;
  153. }
  154. }
  155. if (!writesLogDepth) {
  156. for (i = 0; i < length; ++i) {
  157. sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");
  158. }
  159. logMain =
  160. "\n\n" +
  161. "void main() \n" +
  162. "{ \n" +
  163. " czm_log_depth_main(); \n" +
  164. " czm_vertexLogDepth(); \n" +
  165. "} \n";
  166. sources.push(logMain);
  167. }
  168. sources = fs.sources;
  169. length = sources.length;
  170. writesLogDepth = false;
  171. for (i = 0; i < length; ++i) {
  172. if (writeLogDepthRegex.test(sources[i])) {
  173. writesLogDepth = true;
  174. }
  175. }
  176. // This define indicates that a log depth value is written by the shader but doesn't use czm_writeLogDepth.
  177. if (fs.defines.indexOf("LOG_DEPTH_WRITE") !== -1) {
  178. writesLogDepth = true;
  179. }
  180. var addExtension = true;
  181. for (i = 0; i < length; ++i) {
  182. if (extensionRegex.test(sources[i])) {
  183. addExtension = false;
  184. }
  185. }
  186. var logSource = "";
  187. if (addExtension) {
  188. logSource +=
  189. "#ifdef GL_EXT_frag_depth \n" +
  190. "#extension GL_EXT_frag_depth : enable \n" +
  191. "#endif \n\n";
  192. }
  193. if (!writesLogDepth) {
  194. for (i = 0; i < length; i++) {
  195. sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");
  196. }
  197. logSource +=
  198. "\n" +
  199. "void main() \n" +
  200. "{ \n" +
  201. " czm_log_depth_main(); \n" +
  202. " czm_writeLogDepth(); \n" +
  203. "} \n";
  204. }
  205. sources.push(logSource);
  206. shader = context.shaderCache.createDerivedShaderProgram(
  207. shaderProgram,
  208. "logDepth",
  209. {
  210. vertexShaderSource: vs,
  211. fragmentShaderSource: fs,
  212. attributeLocations: attributeLocations,
  213. }
  214. );
  215. }
  216. return shader;
  217. }
  218. DerivedCommand.createLogDepthCommand = function (command, context, result) {
  219. if (!defined(result)) {
  220. result = {};
  221. }
  222. var shader;
  223. if (defined(result.command)) {
  224. shader = result.command.shaderProgram;
  225. }
  226. result.command = DrawCommand.shallowClone(command, result.command);
  227. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  228. result.command.shaderProgram = getLogDepthShaderProgram(
  229. context,
  230. command.shaderProgram
  231. );
  232. result.shaderProgramId = command.shaderProgram.id;
  233. } else {
  234. result.command.shaderProgram = shader;
  235. }
  236. return result;
  237. };
  238. function getPickShaderProgram(context, shaderProgram, pickId) {
  239. var shader = context.shaderCache.getDerivedShaderProgram(
  240. shaderProgram,
  241. "pick"
  242. );
  243. if (!defined(shader)) {
  244. var attributeLocations = shaderProgram._attributeLocations;
  245. var fs = shaderProgram.fragmentShaderSource;
  246. var sources = fs.sources;
  247. var length = sources.length;
  248. var newMain =
  249. "void main() \n" +
  250. "{ \n" +
  251. " czm_non_pick_main(); \n" +
  252. " if (gl_FragColor.a == 0.0) { \n" +
  253. " discard; \n" +
  254. " } \n" +
  255. " gl_FragColor = " +
  256. pickId +
  257. "; \n" +
  258. "} \n";
  259. var newSources = new Array(length + 1);
  260. for (var i = 0; i < length; ++i) {
  261. newSources[i] = ShaderSource.replaceMain(sources[i], "czm_non_pick_main");
  262. }
  263. newSources[length] = newMain;
  264. fs = new ShaderSource({
  265. sources: newSources,
  266. defines: fs.defines,
  267. });
  268. shader = context.shaderCache.createDerivedShaderProgram(
  269. shaderProgram,
  270. "pick",
  271. {
  272. vertexShaderSource: shaderProgram.vertexShaderSource,
  273. fragmentShaderSource: fs,
  274. attributeLocations: attributeLocations,
  275. }
  276. );
  277. }
  278. return shader;
  279. }
  280. function getPickRenderState(scene, renderState) {
  281. var cache = scene.picking.pickRenderStateCache;
  282. var pickState = cache[renderState.id];
  283. if (!defined(pickState)) {
  284. var rs = RenderState.getState(renderState);
  285. rs.blending.enabled = false;
  286. // Turns on depth writing for opaque and translucent passes
  287. // Overlapping translucent geometry on the globe surface may exhibit z-fighting
  288. // during the pick pass which may not match the rendered scene. Once
  289. // terrain is on by default and ground primitives are used instead
  290. // this will become less of a problem.
  291. rs.depthMask = true;
  292. pickState = RenderState.fromCache(rs);
  293. cache[renderState.id] = pickState;
  294. }
  295. return pickState;
  296. }
  297. DerivedCommand.createPickDerivedCommand = function (
  298. scene,
  299. command,
  300. context,
  301. result
  302. ) {
  303. if (!defined(result)) {
  304. result = {};
  305. }
  306. var shader;
  307. var renderState;
  308. if (defined(result.pickCommand)) {
  309. shader = result.pickCommand.shaderProgram;
  310. renderState = result.pickCommand.renderState;
  311. }
  312. result.pickCommand = DrawCommand.shallowClone(command, result.pickCommand);
  313. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  314. result.pickCommand.shaderProgram = getPickShaderProgram(
  315. context,
  316. command.shaderProgram,
  317. command.pickId
  318. );
  319. result.pickCommand.renderState = getPickRenderState(
  320. scene,
  321. command.renderState
  322. );
  323. result.shaderProgramId = command.shaderProgram.id;
  324. } else {
  325. result.pickCommand.shaderProgram = shader;
  326. result.pickCommand.renderState = renderState;
  327. }
  328. return result;
  329. };
  330. function getHdrShaderProgram(context, shaderProgram) {
  331. var shader = context.shaderCache.getDerivedShaderProgram(
  332. shaderProgram,
  333. "HDR"
  334. );
  335. if (!defined(shader)) {
  336. var attributeLocations = shaderProgram._attributeLocations;
  337. var vs = shaderProgram.vertexShaderSource.clone();
  338. var fs = shaderProgram.fragmentShaderSource.clone();
  339. vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
  340. vs.defines.push("HDR");
  341. fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
  342. fs.defines.push("HDR");
  343. shader = context.shaderCache.createDerivedShaderProgram(
  344. shaderProgram,
  345. "HDR",
  346. {
  347. vertexShaderSource: vs,
  348. fragmentShaderSource: fs,
  349. attributeLocations: attributeLocations,
  350. }
  351. );
  352. }
  353. return shader;
  354. }
  355. DerivedCommand.createHdrCommand = function (command, context, result) {
  356. if (!defined(result)) {
  357. result = {};
  358. }
  359. var shader;
  360. if (defined(result.command)) {
  361. shader = result.command.shaderProgram;
  362. }
  363. result.command = DrawCommand.shallowClone(command, result.command);
  364. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  365. result.command.shaderProgram = getHdrShaderProgram(
  366. context,
  367. command.shaderProgram
  368. );
  369. result.shaderProgramId = command.shaderProgram.id;
  370. } else {
  371. result.command.shaderProgram = shader;
  372. }
  373. return result;
  374. };
  375. export default DerivedCommand;