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