import AttributeCompression from '../Core/AttributeCompression.js';
import BoundingSphere from '../Core/BoundingSphere.js';
import Cartesian2 from '../Core/Cartesian2.js';
import Cartesian3 from '../Core/Cartesian3.js';
import Color from '../Core/Color.js';
import ComponentDatatype from '../Core/ComponentDatatype.js';
import defaultValue from '../Core/defaultValue.js';
import defined from '../Core/defined.js';
import defineProperties from '../Core/defineProperties.js';
import destroyObject from '../Core/destroyObject.js';
import DeveloperError from '../Core/DeveloperError.js';
import EncodedCartesian3 from '../Core/EncodedCartesian3.js';
import IndexDatatype from '../Core/IndexDatatype.js';
import CesiumMath from '../Core/Math.js';
import Matrix4 from '../Core/Matrix4.js';
import WebGLConstants from '../Core/WebGLConstants.js';
import Buffer from '../Renderer/Buffer.js';
import BufferUsage from '../Renderer/BufferUsage.js';
import ContextLimits from '../Renderer/ContextLimits.js';
import DrawCommand from '../Renderer/DrawCommand.js';
import Pass from '../Renderer/Pass.js';
import RenderState from '../Renderer/RenderState.js';
import ShaderProgram from '../Renderer/ShaderProgram.js';
import ShaderSource from '../Renderer/ShaderSource.js';
import VertexArrayFacade from '../Renderer/VertexArrayFacade.js';
import BillboardCollectionFS from '../Shaders/BillboardCollectionFS.js';
import BillboardCollectionVS from '../Shaders/BillboardCollectionVS.js';
import Billboard from './Billboard.js';
import BlendingState from './BlendingState.js';
import BlendOption from './BlendOption.js';
import HeightReference from './HeightReference.js';
import HorizontalOrigin from './HorizontalOrigin.js';
import SceneMode from './SceneMode.js';
import SDFSettings from './SDFSettings.js';
import TextureAtlas from './TextureAtlas.js';
import VerticalOrigin from './VerticalOrigin.js';
var SHOW_INDEX = Billboard.SHOW_INDEX;
var POSITION_INDEX = Billboard.POSITION_INDEX;
var PIXEL_OFFSET_INDEX = Billboard.PIXEL_OFFSET_INDEX;
var EYE_OFFSET_INDEX = Billboard.EYE_OFFSET_INDEX;
var HORIZONTAL_ORIGIN_INDEX = Billboard.HORIZONTAL_ORIGIN_INDEX;
var VERTICAL_ORIGIN_INDEX = Billboard.VERTICAL_ORIGIN_INDEX;
var SCALE_INDEX = Billboard.SCALE_INDEX;
var IMAGE_INDEX_INDEX = Billboard.IMAGE_INDEX_INDEX;
var COLOR_INDEX = Billboard.COLOR_INDEX;
var ROTATION_INDEX = Billboard.ROTATION_INDEX;
var ALIGNED_AXIS_INDEX = Billboard.ALIGNED_AXIS_INDEX;
var SCALE_BY_DISTANCE_INDEX = Billboard.SCALE_BY_DISTANCE_INDEX;
var TRANSLUCENCY_BY_DISTANCE_INDEX = Billboard.TRANSLUCENCY_BY_DISTANCE_INDEX;
var PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX = Billboard.PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX;
var DISTANCE_DISPLAY_CONDITION_INDEX = Billboard.DISTANCE_DISPLAY_CONDITION;
var DISABLE_DEPTH_DISTANCE = Billboard.DISABLE_DEPTH_DISTANCE;
var TEXTURE_COORDINATE_BOUNDS = Billboard.TEXTURE_COORDINATE_BOUNDS;
var SDF_INDEX = Billboard.SDF_INDEX;
var NUMBER_OF_PROPERTIES = Billboard.NUMBER_OF_PROPERTIES;
var attributeLocations;
var attributeLocationsBatched = {
positionHighAndScale : 0,
positionLowAndRotation : 1,
compressedAttribute0 : 2, // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates
compressedAttribute1 : 3, // aligned axis, translucency by distance, image width
compressedAttribute2 : 4, // image height, color, pick color, size in meters, valid aligned axis, 13 bits free
eyeOffset : 5, // 4 bytes free
scaleByDistance : 6,
pixelOffsetScaleByDistance : 7,
compressedAttribute3 : 8,
textureCoordinateBoundsOrLabelTranslate : 9,
a_batchId : 10,
sdf: 11
};
var attributeLocationsInstanced = {
direction : 0,
positionHighAndScale : 1,
positionLowAndRotation : 2, // texture offset in w
compressedAttribute0 : 3,
compressedAttribute1 : 4,
compressedAttribute2 : 5,
eyeOffset : 6, // texture range in w
scaleByDistance : 7,
pixelOffsetScaleByDistance : 8,
compressedAttribute3 : 9,
textureCoordinateBoundsOrLabelTranslate : 10,
a_batchId : 11,
sdf: 12
};
/**
* A renderable collection of billboards. Billboards are viewport-aligned
* images positioned in the 3D scene.
*
*
* Draws the bounding sphere for each draw command in the primitive. *
* * @type {Boolean} * * @default false */ this.debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false); /** * This property is for debugging only; it is not for production use nor is it optimized. ** Draws the texture atlas for this BillboardCollection as a fullscreen quad. *
* * @type {Boolean} * * @default false */ this.debugShowTextureAtlas = defaultValue(options.debugShowTextureAtlas, false); /** * The billboard blending option. The default is used for rendering both opaque and translucent billboards. * However, if either all of the billboards are completely opaque or all are completely translucent, * setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve * performance by up to 2x. * @type {BlendOption} * @default BlendOption.OPAQUE_AND_TRANSLUCENT */ this.blendOption = defaultValue(options.blendOption, BlendOption.OPAQUE_AND_TRANSLUCENT); this._blendOption = undefined; this._mode = SceneMode.SCENE3D; // The buffer usage for each attribute is determined based on the usage of the attribute over time. this._buffersUsage = [ BufferUsage.STATIC_DRAW, // SHOW_INDEX BufferUsage.STATIC_DRAW, // POSITION_INDEX BufferUsage.STATIC_DRAW, // PIXEL_OFFSET_INDEX BufferUsage.STATIC_DRAW, // EYE_OFFSET_INDEX BufferUsage.STATIC_DRAW, // HORIZONTAL_ORIGIN_INDEX BufferUsage.STATIC_DRAW, // VERTICAL_ORIGIN_INDEX BufferUsage.STATIC_DRAW, // SCALE_INDEX BufferUsage.STATIC_DRAW, // IMAGE_INDEX_INDEX BufferUsage.STATIC_DRAW, // COLOR_INDEX BufferUsage.STATIC_DRAW, // ROTATION_INDEX BufferUsage.STATIC_DRAW, // ALIGNED_AXIS_INDEX BufferUsage.STATIC_DRAW, // SCALE_BY_DISTANCE_INDEX BufferUsage.STATIC_DRAW, // TRANSLUCENCY_BY_DISTANCE_INDEX BufferUsage.STATIC_DRAW, // PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX BufferUsage.STATIC_DRAW, // DISTANCE_DISPLAY_CONDITION_INDEX BufferUsage.STATIC_DRAW // TEXTURE_COORDINATE_BOUNDS ]; this._highlightColor = Color.clone(Color.WHITE); // Only used by Vector3DTilePoints var that = this; this._uniforms = { u_atlas : function() { return that._textureAtlas.texture; }, u_highlightColor : function() { return that._highlightColor; } }; var scene = this._scene; if (defined(scene) && defined(scene.terrainProviderChanged)) { this._removeCallbackFunc = scene.terrainProviderChanged.addEventListener(function() { var billboards = this._billboards; var length = billboards.length; for (var i = 0; i < length; ++i) { billboards[i]._updateClamping(); } }, this); } } defineProperties(BillboardCollection.prototype, { /** * Returns the number of billboards in this collection. This is commonly used with * {@link BillboardCollection#get} to iterate over all the billboards * in the collection. * @memberof BillboardCollection.prototype * @type {Number} */ length : { get : function() { removeBillboards(this); return this._billboards.length; } }, /** * Gets or sets the textureAtlas. * @memberof BillboardCollection.prototype * @type {TextureAtlas} * @private */ textureAtlas : { get : function() { return this._textureAtlas; }, set : function(value) { if (this._textureAtlas !== value) { this._textureAtlas = this._destroyTextureAtlas && this._textureAtlas && this._textureAtlas.destroy(); this._textureAtlas = value; this._createVertexArray = true; // New per-billboard texture coordinates } } }, /** * Gets or sets a value which determines if the texture atlas is * destroyed when the collection is destroyed. * * If the texture atlas is used by more than one collection, set this tofalse
,
* and explicitly destroy the atlas to avoid attempting to destroy it multiple times.
*
* @memberof BillboardCollection.prototype
* @type {Boolean}
* @private
*
* @example
* // Set destroyTextureAtlas
* // Destroy a billboard collection but not its texture atlas.
*
* var atlas = new TextureAtlas({
* scene : scene,
* images : images
* });
* billboards.textureAtlas = atlas;
* billboards.destroyTextureAtlas = false;
* billboards = billboards.destroy();
* console.log(atlas.isDestroyed()); // False
*/
destroyTextureAtlas : {
get : function() {
return this._destroyTextureAtlas;
},
set : function(value) {
this._destroyTextureAtlas = value;
}
}
});
function destroyBillboards(billboards) {
var length = billboards.length;
for (var i = 0; i < length; ++i) {
if (billboards[i]) {
billboards[i]._destroy();
}
}
}
/**
* Creates and adds a billboard with the specified initial properties to the collection.
* The added billboard is returned so it can be modified or removed from the collection later.
*
* @param {Object}[options] A template describing the billboard's properties as shown in Example 1.
* @returns {Billboard} The billboard that was added to the collection.
*
* @performance Calling add
is expected constant time. However, the collection's vertex buffer
* is rewritten - an O(n)
operation that also incurs CPU to GPU overhead. For
* best performance, add as many billboards as possible before calling update
.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* // Example 1: Add a billboard, specifying all the default values.
* var b = billboards.add({
* show : true,
* position : Cesium.Cartesian3.ZERO,
* pixelOffset : Cesium.Cartesian2.ZERO,
* eyeOffset : Cesium.Cartesian3.ZERO,
* heightReference : Cesium.HeightReference.NONE,
* horizontalOrigin : Cesium.HorizontalOrigin.CENTER,
* verticalOrigin : Cesium.VerticalOrigin.CENTER,
* scale : 1.0,
* image : 'url/to/image',
* imageSubRegion : undefined,
* color : Cesium.Color.WHITE,
* id : undefined,
* rotation : 0.0,
* alignedAxis : Cesium.Cartesian3.ZERO,
* width : undefined,
* height : undefined,
* scaleByDistance : undefined,
* translucencyByDistance : undefined,
* pixelOffsetScaleByDistance : undefined,
* sizeInMeters : false,
* distanceDisplayCondition : undefined
* });
*
* @example
* // Example 2: Specify only the billboard's cartographic position.
* var b = billboards.add({
* position : Cesium.Cartesian3.fromDegrees(longitude, latitude, height)
* });
*
* @see BillboardCollection#remove
* @see BillboardCollection#removeAll
*/
BillboardCollection.prototype.add = function(options) {
var b = new Billboard(options, this);
b._index = this._billboards.length;
this._billboards.push(b);
this._createVertexArray = true;
return b;
};
/**
* Removes a billboard from the collection.
*
* @param {Billboard} billboard The billboard to remove.
* @returns {Boolean} true
if the billboard was removed; false
if the billboard was not found in the collection.
*
* @performance Calling remove
is expected constant time. However, the collection's vertex buffer
* is rewritten - an O(n)
operation that also incurs CPU to GPU overhead. For
* best performance, remove as many billboards as possible before calling update
.
* If you intend to temporarily hide a billboard, it is usually more efficient to call
* {@link Billboard#show} instead of removing and re-adding the billboard.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* var b = billboards.add(...);
* billboards.remove(b); // Returns true
*
* @see BillboardCollection#add
* @see BillboardCollection#removeAll
* @see Billboard#show
*/
BillboardCollection.prototype.remove = function(billboard) {
if (this.contains(billboard)) {
this._billboards[billboard._index] = null; // Removed later
this._billboardsRemoved = true;
this._createVertexArray = true;
billboard._destroy();
return true;
}
return false;
};
/**
* Removes all billboards from the collection.
*
* @performance O(n)
. It is more efficient to remove all the billboards
* from a collection and then add new ones than to create a new collection entirely.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* billboards.add(...);
* billboards.add(...);
* billboards.removeAll();
*
* @see BillboardCollection#add
* @see BillboardCollection#remove
*/
BillboardCollection.prototype.removeAll = function() {
destroyBillboards(this._billboards);
this._billboards = [];
this._billboardsToUpdate = [];
this._billboardsToUpdateIndex = 0;
this._billboardsRemoved = false;
this._createVertexArray = true;
};
function removeBillboards(billboardCollection) {
if (billboardCollection._billboardsRemoved) {
billboardCollection._billboardsRemoved = false;
var newBillboards = [];
var billboards = billboardCollection._billboards;
var length = billboards.length;
for (var i = 0, j = 0; i < length; ++i) {
var billboard = billboards[i];
if (billboard) {
billboard._index = j++;
newBillboards.push(billboard);
}
}
billboardCollection._billboards = newBillboards;
}
}
BillboardCollection.prototype._updateBillboard = function(billboard, propertyChanged) {
if (!billboard._dirty) {
this._billboardsToUpdate[this._billboardsToUpdateIndex++] = billboard;
}
++this._propertiesChanged[propertyChanged];
};
/**
* Check whether this collection contains a given billboard.
*
* @param {Billboard} [billboard] The billboard to check for.
* @returns {Boolean} true if this collection contains the billboard, false otherwise.
*
* @see BillboardCollection#get
*/
BillboardCollection.prototype.contains = function(billboard) {
return defined(billboard) && billboard._billboardCollection === this;
};
/**
* Returns the billboard in the collection at the specified index. Indices are zero-based
* and increase as billboards are added. Removing a billboard shifts all billboards after
* it to the left, changing their indices. This function is commonly used with
* {@link BillboardCollection#length} to iterate over all the billboards
* in the collection.
*
* @param {Number} index The zero-based index of the billboard.
* @returns {Billboard} The billboard at the specified index.
*
* @performance Expected constant time. If billboards were removed from the collection and
* {@link BillboardCollection#update} was not called, an implicit O(n)
* operation is performed.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* // Toggle the show property of every billboard in the collection
* var len = billboards.length;
* for (var i = 0; i < len; ++i) {
* var b = billboards.get(i);
* b.show = !b.show;
* }
*
* @see BillboardCollection#length
*/
BillboardCollection.prototype.get = function(index) {
//>>includeStart('debug', pragmas.debug);
if (!defined(index)) {
throw new DeveloperError('index is required.');
}
//>>includeEnd('debug');
removeBillboards(this);
return this._billboards[index];
};
var getIndexBuffer;
function getIndexBufferBatched(context) {
var sixteenK = 16 * 1024;
var indexBuffer = context.cache.billboardCollection_indexBufferBatched;
if (defined(indexBuffer)) {
return indexBuffer;
}
// Subtract 6 because the last index is reserverd for primitive restart.
// https://www.khronos.org/registry/webgl/specs/latest/2.0/#5.18
var length = sixteenK * 6 - 6;
var indices = new Uint16Array(length);
for (var i = 0, j = 0; i < length; i += 6, j += 4) {
indices[i] = j;
indices[i + 1] = j + 1;
indices[i + 2] = j + 2;
indices[i + 3] = j + 0;
indices[i + 4] = j + 2;
indices[i + 5] = j + 3;
}
// PERFORMANCE_IDEA: Should we reference count billboard collections, and eventually delete this?
// Is this too much memory to allocate up front? Should we dynamically grow it?
indexBuffer = Buffer.createIndexBuffer({
context : context,
typedArray : indices,
usage : BufferUsage.STATIC_DRAW,
indexDatatype : IndexDatatype.UNSIGNED_SHORT
});
indexBuffer.vertexArrayDestroyable = false;
context.cache.billboardCollection_indexBufferBatched = indexBuffer;
return indexBuffer;
}
function getIndexBufferInstanced(context) {
var indexBuffer = context.cache.billboardCollection_indexBufferInstanced;
if (defined(indexBuffer)) {
return indexBuffer;
}
indexBuffer = Buffer.createIndexBuffer({
context : context,
typedArray : new Uint16Array([0, 1, 2, 0, 2, 3]),
usage : BufferUsage.STATIC_DRAW,
indexDatatype : IndexDatatype.UNSIGNED_SHORT
});
indexBuffer.vertexArrayDestroyable = false;
context.cache.billboardCollection_indexBufferInstanced = indexBuffer;
return indexBuffer;
}
function getVertexBufferInstanced(context) {
var vertexBuffer = context.cache.billboardCollection_vertexBufferInstanced;
if (defined(vertexBuffer)) {
return vertexBuffer;
}
vertexBuffer = Buffer.createVertexBuffer({
context : context,
typedArray : new Float32Array([0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]),
usage : BufferUsage.STATIC_DRAW
});
vertexBuffer.vertexArrayDestroyable = false;
context.cache.billboardCollection_vertexBufferInstanced = vertexBuffer;
return vertexBuffer;
}
BillboardCollection.prototype.computeNewBuffersUsage = function() {
var buffersUsage = this._buffersUsage;
var usageChanged = false;
var properties = this._propertiesChanged;
for (var k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
var newUsage = (properties[k] === 0) ? BufferUsage.STATIC_DRAW : BufferUsage.STREAM_DRAW;
usageChanged = usageChanged || (buffersUsage[k] !== newUsage);
buffersUsage[k] = newUsage;
}
return usageChanged;
};
function createVAF(context, numberOfBillboards, buffersUsage, instanced, batchTable, sdf) {
var attributes = [{
index : attributeLocations.positionHighAndScale,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[POSITION_INDEX]
}, {
index : attributeLocations.positionLowAndRotation,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[POSITION_INDEX]
}, {
index : attributeLocations.compressedAttribute0,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[PIXEL_OFFSET_INDEX]
}, {
index : attributeLocations.compressedAttribute1,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[TRANSLUCENCY_BY_DISTANCE_INDEX]
}, {
index : attributeLocations.compressedAttribute2,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[COLOR_INDEX]
}, {
index : attributeLocations.eyeOffset,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[EYE_OFFSET_INDEX]
}, {
index : attributeLocations.scaleByDistance,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[SCALE_BY_DISTANCE_INDEX]
}, {
index : attributeLocations.pixelOffsetScaleByDistance,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX]
}, {
index : attributeLocations.compressedAttribute3,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[DISTANCE_DISPLAY_CONDITION_INDEX]
}, {
index : attributeLocations.textureCoordinateBoundsOrLabelTranslate,
componentsPerAttribute : 4,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[TEXTURE_COORDINATE_BOUNDS]
}];
// Instancing requires one non-instanced attribute.
if (instanced) {
attributes.push({
index : attributeLocations.direction,
componentsPerAttribute : 2,
componentDatatype : ComponentDatatype.FLOAT,
vertexBuffer : getVertexBufferInstanced(context)
});
}
if (defined(batchTable)) {
attributes.push({
index : attributeLocations.a_batchId,
componentsPerAttribute : 1,
componentDatatyps : ComponentDatatype.FLOAT,
bufferUsage : BufferUsage.STATIC_DRAW
});
}
if (sdf) {
attributes.push({
index : attributeLocations.sdf,
componentsPerAttribute : 2,
componentDatatype : ComponentDatatype.FLOAT,
usage : buffersUsage[SDF_INDEX]
});
}
// When instancing is enabled, only one vertex is needed for each billboard.
var sizeInVertices = instanced ? numberOfBillboards : 4 * numberOfBillboards;
return new VertexArrayFacade(context, attributes, sizeInVertices, instanced);
}
///////////////////////////////////////////////////////////////////////////
// Four vertices per billboard. Each has the same position, etc., but a different screen-space direction vector.
// PERFORMANCE_IDEA: Save memory if a property is the same for all billboards, use a latched attribute state,
// instead of storing it in a vertex buffer.
var writePositionScratch = new EncodedCartesian3();
function writePositionScaleAndRotation(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
var i;
var positionHighWriter = vafWriters[attributeLocations.positionHighAndScale];
var positionLowWriter = vafWriters[attributeLocations.positionLowAndRotation];
var position = billboard._getActualPosition();
if (billboardCollection._mode === SceneMode.SCENE3D) {
BoundingSphere.expand(billboardCollection._baseVolume, position, billboardCollection._baseVolume);
billboardCollection._boundingVolumeDirty = true;
}
EncodedCartesian3.fromCartesian(position, writePositionScratch);
var scale = billboard.scale;
var rotation = billboard.rotation;
if (rotation !== 0.0) {
billboardCollection._shaderRotation = true;
}
billboardCollection._maxScale = Math.max(billboardCollection._maxScale, scale);
var high = writePositionScratch.high;
var low = writePositionScratch.low;
if (billboardCollection._instanced) {
i = billboard._index;
positionHighWriter(i, high.x, high.y, high.z, scale);
positionLowWriter(i, low.x, low.y, low.z, rotation);
} else {
i = billboard._index * 4;
positionHighWriter(i + 0, high.x, high.y, high.z, scale);
positionHighWriter(i + 1, high.x, high.y, high.z, scale);
positionHighWriter(i + 2, high.x, high.y, high.z, scale);
positionHighWriter(i + 3, high.x, high.y, high.z, scale);
positionLowWriter(i + 0, low.x, low.y, low.z, rotation);
positionLowWriter(i + 1, low.x, low.y, low.z, rotation);
positionLowWriter(i + 2, low.x, low.y, low.z, rotation);
positionLowWriter(i + 3, low.x, low.y, low.z, rotation);
}
}
var scratchCartesian2 = new Cartesian2();
var UPPER_BOUND = 32768.0; // 2^15
var LEFT_SHIFT16 = 65536.0; // 2^16
var LEFT_SHIFT12 = 4096.0; // 2^12
var LEFT_SHIFT8 = 256.0; // 2^8
var LEFT_SHIFT7 = 128.0;
var LEFT_SHIFT5 = 32.0;
var LEFT_SHIFT3 = 8.0;
var LEFT_SHIFT2 = 4.0;
var RIGHT_SHIFT8 = 1.0 / 256.0;
var LOWER_LEFT = 0.0;
var LOWER_RIGHT = 2.0;
var UPPER_RIGHT = 3.0;
var UPPER_LEFT = 1.0;
function writeCompressedAttrib0(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
var i;
var writer = vafWriters[attributeLocations.compressedAttribute0];
var pixelOffset = billboard.pixelOffset;
var pixelOffsetX = pixelOffset.x;
var pixelOffsetY = pixelOffset.y;
var translate = billboard._translate;
var translateX = translate.x;
var translateY = translate.y;
billboardCollection._maxPixelOffset = Math.max(billboardCollection._maxPixelOffset, Math.abs(pixelOffsetX + translateX), Math.abs(-pixelOffsetY + translateY));
var horizontalOrigin = billboard.horizontalOrigin;
var verticalOrigin = billboard._verticalOrigin;
var show = billboard.show && billboard.clusterShow;
// If the color alpha is zero, do not show this billboard. This lets us avoid providing
// color during the pick pass and also eliminates a discard in the fragment shader.
if (billboard.color.alpha === 0.0) {
show = false;
}
// Raw billboards don't distinguish between BASELINE and BOTTOM, only LabelCollection does that.
if (verticalOrigin === VerticalOrigin.BASELINE) {
verticalOrigin = VerticalOrigin.BOTTOM;
}
billboardCollection._allHorizontalCenter = billboardCollection._allHorizontalCenter && horizontalOrigin === HorizontalOrigin.CENTER;
billboardCollection._allVerticalCenter = billboardCollection._allVerticalCenter && verticalOrigin === VerticalOrigin.CENTER;
var bottomLeftX = 0;
var bottomLeftY = 0;
var width = 0;
var height = 0;
var index = billboard._imageIndex;
if (index !== -1) {
var imageRectangle = textureAtlasCoordinates[index];
//>>includeStart('debug', pragmas.debug);
if (!defined(imageRectangle)) {
throw new DeveloperError('Invalid billboard image index: ' + index);
}
//>>includeEnd('debug');
bottomLeftX = imageRectangle.x;
bottomLeftY = imageRectangle.y;
width = imageRectangle.width;
height = imageRectangle.height;
}
var topRightX = bottomLeftX + width;
var topRightY = bottomLeftY + height;
var compressed0 = Math.floor(CesiumMath.clamp(pixelOffsetX, -UPPER_BOUND, UPPER_BOUND) + UPPER_BOUND) * LEFT_SHIFT7;
compressed0 += (horizontalOrigin + 1.0) * LEFT_SHIFT5;
compressed0 += (verticalOrigin + 1.0) * LEFT_SHIFT3;
compressed0 += (show ? 1.0 : 0.0) * LEFT_SHIFT2;
var compressed1 = Math.floor(CesiumMath.clamp(pixelOffsetY, -UPPER_BOUND, UPPER_BOUND) + UPPER_BOUND) * LEFT_SHIFT8;
var compressed2 = Math.floor(CesiumMath.clamp(translateX, -UPPER_BOUND, UPPER_BOUND) + UPPER_BOUND) * LEFT_SHIFT8;
var tempTanslateY = (CesiumMath.clamp(translateY, -UPPER_BOUND, UPPER_BOUND) + UPPER_BOUND) * RIGHT_SHIFT8;
var upperTranslateY = Math.floor(tempTanslateY);
var lowerTranslateY = Math.floor((tempTanslateY - upperTranslateY) * LEFT_SHIFT8);
compressed1 += upperTranslateY;
compressed2 += lowerTranslateY;
scratchCartesian2.x = bottomLeftX;
scratchCartesian2.y = bottomLeftY;
var compressedTexCoordsLL = AttributeCompression.compressTextureCoordinates(scratchCartesian2);
scratchCartesian2.x = topRightX;
var compressedTexCoordsLR = AttributeCompression.compressTextureCoordinates(scratchCartesian2);
scratchCartesian2.y = topRightY;
var compressedTexCoordsUR = AttributeCompression.compressTextureCoordinates(scratchCartesian2);
scratchCartesian2.x = bottomLeftX;
var compressedTexCoordsUL = AttributeCompression.compressTextureCoordinates(scratchCartesian2);
if (billboardCollection._instanced) {
i = billboard._index;
writer(i, compressed0, compressed1, compressed2, compressedTexCoordsLL);
} else {
i = billboard._index * 4;
writer(i + 0, compressed0 + LOWER_LEFT, compressed1, compressed2, compressedTexCoordsLL);
writer(i + 1, compressed0 + LOWER_RIGHT, compressed1, compressed2, compressedTexCoordsLR);
writer(i + 2, compressed0 + UPPER_RIGHT, compressed1, compressed2, compressedTexCoordsUR);
writer(i + 3, compressed0 + UPPER_LEFT, compressed1, compressed2, compressedTexCoordsUL);
}
}
function writeCompressedAttrib1(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
var i;
var writer = vafWriters[attributeLocations.compressedAttribute1];
var alignedAxis = billboard.alignedAxis;
if (!Cartesian3.equals(alignedAxis, Cartesian3.ZERO)) {
billboardCollection._shaderAlignedAxis = true;
}
var near = 0.0;
var nearValue = 1.0;
var far = 1.0;
var farValue = 1.0;
var translucency = billboard.translucencyByDistance;
if (defined(translucency)) {
near = translucency.near;
nearValue = translucency.nearValue;
far = translucency.far;
farValue = translucency.farValue;
if (nearValue !== 1.0 || farValue !== 1.0) {
// translucency by distance calculation in shader need not be enabled
// until a billboard with near and far !== 1.0 is found
billboardCollection._shaderTranslucencyByDistance = true;
}
}
var width = 0;
var index = billboard._imageIndex;
if (index !== -1) {
var imageRectangle = textureAtlasCoordinates[index];
//>>includeStart('debug', pragmas.debug);
if (!defined(imageRectangle)) {
throw new DeveloperError('Invalid billboard image index: ' + index);
}
//>>includeEnd('debug');
width = imageRectangle.width;
}
var textureWidth = billboardCollection._textureAtlas.texture.width;
var imageWidth = Math.round(defaultValue(billboard.width, textureWidth * width));
billboardCollection._maxSize = Math.max(billboardCollection._maxSize, imageWidth);
var compressed0 = CesiumMath.clamp(imageWidth, 0.0, LEFT_SHIFT16);
var compressed1 = 0.0;
if (Math.abs(Cartesian3.magnitudeSquared(alignedAxis) - 1.0) < CesiumMath.EPSILON6) {
compressed1 = AttributeCompression.octEncodeFloat(alignedAxis);
}
nearValue = CesiumMath.clamp(nearValue, 0.0, 1.0);
nearValue = nearValue === 1.0 ? 255.0 : (nearValue * 255.0) | 0;
compressed0 = compressed0 * LEFT_SHIFT8 + nearValue;
farValue = CesiumMath.clamp(farValue, 0.0, 1.0);
farValue = farValue === 1.0 ? 255.0 : (farValue * 255.0) | 0;
compressed1 = compressed1 * LEFT_SHIFT8 + farValue;
if (billboardCollection._instanced) {
i = billboard._index;
writer(i, compressed0, compressed1, near, far);
} else {
i = billboard._index * 4;
writer(i + 0, compressed0, compressed1, near, far);
writer(i + 1, compressed0, compressed1, near, far);
writer(i + 2, compressed0, compressed1, near, far);
writer(i + 3, compressed0, compressed1, near, far);
}
}
function writeCompressedAttrib2(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
var i;
var writer = vafWriters[attributeLocations.compressedAttribute2];
var color = billboard.color;
var pickColor = !defined(billboardCollection._batchTable) ? billboard.getPickId(context).color : Color.WHITE;
var sizeInMeters = billboard.sizeInMeters ? 1.0 : 0.0;
var validAlignedAxis = Math.abs(Cartesian3.magnitudeSquared(billboard.alignedAxis) - 1.0) < CesiumMath.EPSILON6 ? 1.0 : 0.0;
billboardCollection._allSizedInMeters = billboardCollection._allSizedInMeters && sizeInMeters === 1.0;
var height = 0;
var index = billboard._imageIndex;
if (index !== -1) {
var imageRectangle = textureAtlasCoordinates[index];
//>>includeStart('debug', pragmas.debug);
if (!defined(imageRectangle)) {
throw new DeveloperError('Invalid billboard image index: ' + index);
}
//>>includeEnd('debug');
height = imageRectangle.height;
}
var dimensions = billboardCollection._textureAtlas.texture.dimensions;
var imageHeight = Math.round(defaultValue(billboard.height, dimensions.y * height));
billboardCollection._maxSize = Math.max(billboardCollection._maxSize, imageHeight);
var labelHorizontalOrigin = defaultValue(billboard._labelHorizontalOrigin, -2);
labelHorizontalOrigin += 2;
var compressed3 = imageHeight * LEFT_SHIFT2 + labelHorizontalOrigin;
var red = Color.floatToByte(color.red);
var green = Color.floatToByte(color.green);
var blue = Color.floatToByte(color.blue);
var compressed0 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
red = Color.floatToByte(pickColor.red);
green = Color.floatToByte(pickColor.green);
blue = Color.floatToByte(pickColor.blue);
var compressed1 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
var compressed2 = Color.floatToByte(color.alpha) * LEFT_SHIFT16 + Color.floatToByte(pickColor.alpha) * LEFT_SHIFT8;
compressed2 += sizeInMeters * 2.0 + validAlignedAxis;
if (billboardCollection._instanced) {
i = billboard._index;
writer(i, compressed0, compressed1, compressed2, compressed3);
} else {
i = billboard._index * 4;
writer(i + 0, compressed0, compressed1, compressed2, compressed3);
writer(i + 1, compressed0, compressed1, compressed2, compressed3);
writer(i + 2, compressed0, compressed1, compressed2, compressed3);
writer(i + 3, compressed0, compressed1, compressed2, compressed3);
}
}
function writeEyeOffset(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
var i;
var writer = vafWriters[attributeLocations.eyeOffset];
var eyeOffset = billboard.eyeOffset;
// For billboards that are clamped to ground, move it slightly closer to the camera
var eyeOffsetZ = eyeOffset.z;
if (billboard._heightReference !== HeightReference.NONE) {
eyeOffsetZ *= 1.005;
}
billboardCollection._maxEyeOffset = Math.max(billboardCollection._maxEyeOffset, Math.abs(eyeOffset.x), Math.abs(eyeOffset.y), Math.abs(eyeOffsetZ));
if (billboardCollection._instanced) {
var width = 0;
var height = 0;
var index = billboard._imageIndex;
if (index !== -1) {
var imageRectangle = textureAtlasCoordinates[index];
//>>includeStart('debug', pragmas.debug);
if (!defined(imageRectangle)) {
throw new DeveloperError('Invalid billboard image index: ' + index);
}
//>>includeEnd('debug');
width = imageRectangle.width;
height = imageRectangle.height;
}
scratchCartesian2.x = width;
scratchCartesian2.y = height;
var compressedTexCoordsRange = AttributeCompression.compressTextureCoordinates(scratchCartesian2);
i = billboard._index;
writer(i, eyeOffset.x, eyeOffset.y, eyeOffsetZ, compressedTexCoordsRange);
} else {
i = billboard._index * 4;
writer(i + 0, eyeOffset.x, eyeOffset.y, eyeOffsetZ, 0.0);
writer(i + 1, eyeOffset.x, eyeOffset.y, eyeOffsetZ, 0.0);
writer(i + 2, eyeOffset.x, eyeOffset.y, eyeOffsetZ, 0.0);
writer(i + 3, eyeOffset.x, eyeOffset.y, eyeOffsetZ, 0.0);
}
}
function writeScaleByDistance(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
var i;
var writer = vafWriters[attributeLocations.scaleByDistance];
var near = 0.0;
var nearValue = 1.0;
var far = 1.0;
var farValue = 1.0;
var scale = billboard.scaleByDistance;
if (defined(scale)) {
near = scale.near;
nearValue = scale.nearValue;
far = scale.far;
farValue = scale.farValue;
if (nearValue !== 1.0 || farValue !== 1.0) {
// scale by distance calculation in shader need not be enabled
// until a billboard with near and far !== 1.0 is found
billboardCollection._shaderScaleByDistance = true;
}
}
if (billboardCollection._instanced) {
i = billboard._index;
writer(i, near, nearValue, far, farValue);
} else {
i = billboard._index * 4;
writer(i + 0, near, nearValue, far, farValue);
writer(i + 1, near, nearValue, far, farValue);
writer(i + 2, near, nearValue, far, farValue);
writer(i + 3, near, nearValue, far, farValue);
}
}
function writePixelOffsetScaleByDistance(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
var i;
var writer = vafWriters[attributeLocations.pixelOffsetScaleByDistance];
var near = 0.0;
var nearValue = 1.0;
var far = 1.0;
var farValue = 1.0;
var pixelOffsetScale = billboard.pixelOffsetScaleByDistance;
if (defined(pixelOffsetScale)) {
near = pixelOffsetScale.near;
nearValue = pixelOffsetScale.nearValue;
far = pixelOffsetScale.far;
farValue = pixelOffsetScale.farValue;
if (nearValue !== 1.0 || farValue !== 1.0) {
// pixelOffsetScale by distance calculation in shader need not be enabled
// until a billboard with near and far !== 1.0 is found
billboardCollection._shaderPixelOffsetScaleByDistance = true;
}
}
if (billboardCollection._instanced) {
i = billboard._index;
writer(i, near, nearValue, far, farValue);
} else {
i = billboard._index * 4;
writer(i + 0, near, nearValue, far, farValue);
writer(i + 1, near, nearValue, far, farValue);
writer(i + 2, near, nearValue, far, farValue);
writer(i + 3, near, nearValue, far, farValue);
}
}
function writeCompressedAttribute3(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
var i;
var writer = vafWriters[attributeLocations.compressedAttribute3];
var near = 0.0;
var far = Number.MAX_VALUE;
var distanceDisplayCondition = billboard.distanceDisplayCondition;
if (defined(distanceDisplayCondition)) {
near = distanceDisplayCondition.near;
far = distanceDisplayCondition.far;
near *= near;
far *= far;
billboardCollection._shaderDistanceDisplayCondition = true;
}
var disableDepthTestDistance = billboard.disableDepthTestDistance;
var clampToGround = billboard.heightReference === HeightReference.CLAMP_TO_GROUND && billboardCollection._scene.context.depthTexture;
if (!defined(disableDepthTestDistance)) {
disableDepthTestDistance = clampToGround ? 5000.0 : 0.0;
}
disableDepthTestDistance *= disableDepthTestDistance;
if (clampToGround || disableDepthTestDistance > 0.0) {
billboardCollection._shaderDisableDepthDistance = true;
if (disableDepthTestDistance === Number.POSITIVE_INFINITY) {
disableDepthTestDistance = -1.0;
}
}
var imageHeight;
var imageWidth;
if (!defined(billboard._labelDimensions)) {
var height = 0;
var width = 0;
var index = billboard._imageIndex;
if (index !== -1) {
var imageRectangle = textureAtlasCoordinates[index];
//>>includeStart('debug', pragmas.debug);
if (!defined(imageRectangle)) {
throw new DeveloperError('Invalid billboard image index: ' + index);
}
//>>includeEnd('debug');
height = imageRectangle.height;
width = imageRectangle.width;
}
imageHeight = Math.round(defaultValue(billboard.height, billboardCollection._textureAtlas.texture.dimensions.y * height));
var textureWidth = billboardCollection._textureAtlas.texture.width;
imageWidth = Math.round(defaultValue(billboard.width, textureWidth * width));
} else {
imageWidth = billboard._labelDimensions.x;
imageHeight = billboard._labelDimensions.y;
}
var w = Math.floor(CesiumMath.clamp(imageWidth, 0.0, LEFT_SHIFT12));
var h = Math.floor(CesiumMath.clamp(imageHeight, 0.0, LEFT_SHIFT12));
var dimensions = w * LEFT_SHIFT12 + h;
if (billboardCollection._instanced) {
i = billboard._index;
writer(i, near, far, disableDepthTestDistance, dimensions);
} else {
i = billboard._index * 4;
writer(i + 0, near, far, disableDepthTestDistance, dimensions);
writer(i + 1, near, far, disableDepthTestDistance, dimensions);
writer(i + 2, near, far, disableDepthTestDistance, dimensions);
writer(i + 3, near, far, disableDepthTestDistance, dimensions);
}
}
function writeTextureCoordinateBoundsOrLabelTranslate(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
if (billboard.heightReference === HeightReference.CLAMP_TO_GROUND) {
billboardCollection._shaderClampToGround = billboardCollection._scene.context.depthTexture;
}
var i;
var writer = vafWriters[attributeLocations.textureCoordinateBoundsOrLabelTranslate];
if (ContextLimits.maximumVertexTextureImageUnits > 0) {
//write _labelTranslate, used by depth testing in the vertex shader
var translateX = 0;
var translateY = 0;
if (defined(billboard._labelTranslate)) {
translateX = billboard._labelTranslate.x;
translateY = billboard._labelTranslate.y;
}
if (billboardCollection._instanced) {
i = billboard._index;
writer(i, translateX, translateY, 0.0, 0.0);
} else {
i = billboard._index * 4;
writer(i + 0, translateX, translateY, 0.0, 0.0);
writer(i + 1, translateX, translateY, 0.0, 0.0);
writer(i + 2, translateX, translateY, 0.0, 0.0);
writer(i + 3, translateX, translateY, 0.0, 0.0);
}
return;
}
//write texture coordinate bounds, used by depth testing in fragment shader
var minX = 0;
var minY = 0;
var width = 0;
var height = 0;
var index = billboard._imageIndex;
if (index !== -1) {
var imageRectangle = textureAtlasCoordinates[index];
//>>includeStart('debug', pragmas.debug);
if (!defined(imageRectangle)) {
throw new DeveloperError('Invalid billboard image index: ' + index);
}
//>>includeEnd('debug');
minX = imageRectangle.x;
minY = imageRectangle.y;
width = imageRectangle.width;
height = imageRectangle.height;
}
var maxX = minX + width;
var maxY = minY + height;
if (billboardCollection._instanced) {
i = billboard._index;
writer(i, minX, minY, maxX, maxY);
} else {
i = billboard._index * 4;
writer(i + 0, minX, minY, maxX, maxY);
writer(i + 1, minX, minY, maxX, maxY);
writer(i + 2, minX, minY, maxX, maxY);
writer(i + 3, minX, minY, maxX, maxY);
}
}
function writeBatchId(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
if (!defined(billboardCollection._batchTable)) {
return;
}
var writer = vafWriters[attributeLocations.a_batchId];
var id = billboard._batchIndex;
var i;
if (billboardCollection._instanced) {
i = billboard._index;
writer(i, id);
} else {
i = billboard._index * 4;
writer(i + 0, id);
writer(i + 1, id);
writer(i + 2, id);
writer(i + 3, id);
}
}
function writeSDF(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
if (!billboardCollection._sdf) {
return;
}
var i;
var writer = vafWriters[attributeLocations.sdf];
var outlineColor = billboard.outlineColor;
var outlineWidth = billboard.outlineWidth;
var red = Color.floatToByte(outlineColor.red);
var green = Color.floatToByte(outlineColor.green);
var blue = Color.floatToByte(outlineColor.blue);
var compressed0 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
// Compute the relative outline distance
var outlineDistance = outlineWidth / SDFSettings.RADIUS;
var compressed1 = Color.floatToByte(outlineColor.alpha) * LEFT_SHIFT16 + Color.floatToByte(outlineDistance) * LEFT_SHIFT8;
if (billboardCollection._instanced) {
i = billboard._index;
writer(i, compressed0, compressed1);
} else {
i = billboard._index * 4;
writer(i + 0, compressed0 + LOWER_LEFT, compressed1);
writer(i + 1, compressed0 + LOWER_RIGHT, compressed1);
writer(i + 2, compressed0 + UPPER_RIGHT, compressed1);
writer(i + 3, compressed0 + UPPER_LEFT, compressed1);
}
}
function writeBillboard(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard) {
writePositionScaleAndRotation(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
writeCompressedAttrib0(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
writeCompressedAttrib1(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
writeCompressedAttrib2(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
writeEyeOffset(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
writeScaleByDistance(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
writePixelOffsetScaleByDistance(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
writeCompressedAttribute3(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
writeTextureCoordinateBoundsOrLabelTranslate(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
writeBatchId(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
writeSDF(billboardCollection, context, textureAtlasCoordinates, vafWriters, billboard);
}
function recomputeActualPositions(billboardCollection, billboards, length, frameState, modelMatrix, recomputeBoundingVolume) {
var boundingVolume;
if (frameState.mode === SceneMode.SCENE3D) {
boundingVolume = billboardCollection._baseVolume;
billboardCollection._boundingVolumeDirty = true;
} else {
boundingVolume = billboardCollection._baseVolume2D;
}
var positions = [];
for (var i = 0; i < length; ++i) {
var billboard = billboards[i];
var position = billboard.position;
var actualPosition = Billboard._computeActualPosition(billboard, position, frameState, modelMatrix);
if (defined(actualPosition)) {
billboard._setActualPosition(actualPosition);
if (recomputeBoundingVolume) {
positions.push(actualPosition);
} else {
BoundingSphere.expand(boundingVolume, actualPosition, boundingVolume);
}
}
}
if (recomputeBoundingVolume) {
BoundingSphere.fromPoints(positions, boundingVolume);
}
}
function updateMode(billboardCollection, frameState) {
var mode = frameState.mode;
var billboards = billboardCollection._billboards;
var billboardsToUpdate = billboardCollection._billboardsToUpdate;
var modelMatrix = billboardCollection._modelMatrix;
if (billboardCollection._createVertexArray ||
billboardCollection._mode !== mode ||
mode !== SceneMode.SCENE3D &&
!Matrix4.equals(modelMatrix, billboardCollection.modelMatrix)) {
billboardCollection._mode = mode;
Matrix4.clone(billboardCollection.modelMatrix, modelMatrix);
billboardCollection._createVertexArray = true;
if (mode === SceneMode.SCENE3D || mode === SceneMode.SCENE2D || mode === SceneMode.COLUMBUS_VIEW) {
recomputeActualPositions(billboardCollection, billboards, billboards.length, frameState, modelMatrix, true);
}
} else if (mode === SceneMode.MORPHING) {
recomputeActualPositions(billboardCollection, billboards, billboards.length, frameState, modelMatrix, true);
} else if (mode === SceneMode.SCENE2D || mode === SceneMode.COLUMBUS_VIEW) {
recomputeActualPositions(billboardCollection, billboardsToUpdate, billboardCollection._billboardsToUpdateIndex, frameState, modelMatrix, false);
}
}
function updateBoundingVolume(collection, frameState, boundingVolume) {
var pixelScale = 1.0;
if (!collection._allSizedInMeters || collection._maxPixelOffset !== 0.0) {
pixelScale = frameState.camera.getPixelSize(boundingVolume, frameState.context.drawingBufferWidth, frameState.context.drawingBufferHeight);
}
var size = pixelScale * collection._maxScale * collection._maxSize * 2.0;
if (collection._allHorizontalCenter && collection._allVerticalCenter) {
size *= 0.5;
}
var offset = pixelScale * collection._maxPixelOffset + collection._maxEyeOffset;
boundingVolume.radius += size + offset;
}
function createDebugCommand(billboardCollection, context) {
var fs;
fs = 'uniform sampler2D billboard_texture; \n' +
'varying vec2 v_textureCoordinates; \n' +
'void main() \n' +
'{ \n' +
' gl_FragColor = texture2D(billboard_texture, v_textureCoordinates); \n' +
'} \n';
var drawCommand = context.createViewportQuadCommand(fs, {
uniformMap : {
billboard_texture : function() {
return billboardCollection._textureAtlas.texture;
}
}
});
drawCommand.pass = Pass.OVERLAY;
return drawCommand;
}
var scratchWriterArray = [];
/**
* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
* get the draw commands needed to render this primitive.
* * Do not call this function directly. This is documented just to * list the exceptions that may be propagated when the scene is rendered: *
* * @exception {RuntimeError} image with id must be in the atlas. */ BillboardCollection.prototype.update = function(frameState) { removeBillboards(this); var billboards = this._billboards; var billboardsLength = billboards.length; var context = frameState.context; this._instanced = context.instancedArrays; attributeLocations = this._instanced ? attributeLocationsInstanced : attributeLocationsBatched; getIndexBuffer = this._instanced ? getIndexBufferInstanced : getIndexBufferBatched; var textureAtlas = this._textureAtlas; if (!defined(textureAtlas)) { textureAtlas = this._textureAtlas = new TextureAtlas({ context : context }); for (var ii = 0; ii < billboardsLength; ++ii) { billboards[ii]._loadImage(); } } var textureAtlasCoordinates = textureAtlas.textureCoordinates; if (textureAtlasCoordinates.length === 0) { // Can't write billboard vertices until we have texture coordinates // provided by a texture atlas return; } updateMode(this, frameState); billboards = this._billboards; billboardsLength = billboards.length; var billboardsToUpdate = this._billboardsToUpdate; var billboardsToUpdateLength = this._billboardsToUpdateIndex; var properties = this._propertiesChanged; var textureAtlasGUID = textureAtlas.guid; var createVertexArray = this._createVertexArray || this._textureAtlasGUID !== textureAtlasGUID; this._textureAtlasGUID = textureAtlasGUID; var vafWriters; var pass = frameState.passes; var picking = pass.pick; // PERFORMANCE_IDEA: Round robin multiple buffers. if (createVertexArray || (!picking && this.computeNewBuffersUsage())) { this._createVertexArray = false; for (var k = 0; k < NUMBER_OF_PROPERTIES; ++k) { properties[k] = 0; } this._vaf = this._vaf && this._vaf.destroy(); if (billboardsLength > 0) { // PERFORMANCE_IDEA: Instead of creating a new one, resize like std::vector. this._vaf = createVAF(context, billboardsLength, this._buffersUsage, this._instanced, this._batchTable, this._sdf); vafWriters = this._vaf.writers; // Rewrite entire buffer if billboards were added or removed. for (var i = 0; i < billboardsLength; ++i) { var billboard = this._billboards[i]; billboard._dirty = false; // In case it needed an update. writeBillboard(this, context, textureAtlasCoordinates, vafWriters, billboard); } // Different billboard collections share the same index buffer. this._vaf.commit(getIndexBuffer(context)); } this._billboardsToUpdateIndex = 0; } else if (billboardsToUpdateLength > 0) { // Billboards were modified, but none were added or removed. var writers = scratchWriterArray; writers.length = 0; if (properties[POSITION_INDEX] || properties[ROTATION_INDEX] || properties[SCALE_INDEX]) { writers.push(writePositionScaleAndRotation); } if (properties[IMAGE_INDEX_INDEX] || properties[PIXEL_OFFSET_INDEX] || properties[HORIZONTAL_ORIGIN_INDEX] || properties[VERTICAL_ORIGIN_INDEX] || properties[SHOW_INDEX]) { writers.push(writeCompressedAttrib0); if (this._instanced) { writers.push(writeEyeOffset); } } if (properties[IMAGE_INDEX_INDEX] || properties[ALIGNED_AXIS_INDEX] || properties[TRANSLUCENCY_BY_DISTANCE_INDEX]) { writers.push(writeCompressedAttrib1); writers.push(writeCompressedAttrib2); } if (properties[IMAGE_INDEX_INDEX] || properties[COLOR_INDEX]) { writers.push(writeCompressedAttrib2); } if (properties[EYE_OFFSET_INDEX]) { writers.push(writeEyeOffset); } if (properties[SCALE_BY_DISTANCE_INDEX]) { writers.push(writeScaleByDistance); } if (properties[PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX]) { writers.push(writePixelOffsetScaleByDistance); } if (properties[DISTANCE_DISPLAY_CONDITION_INDEX] || properties[DISABLE_DEPTH_DISTANCE] || properties[IMAGE_INDEX_INDEX] || properties[POSITION_INDEX]) { writers.push(writeCompressedAttribute3); } if (properties[IMAGE_INDEX_INDEX] || properties[POSITION_INDEX]) { writers.push(writeTextureCoordinateBoundsOrLabelTranslate); } if (properties[SDF_INDEX]) { writers.push(writeSDF); } var numWriters = writers.length; vafWriters = this._vaf.writers; if ((billboardsToUpdateLength / billboardsLength) > 0.1) { // If more than 10% of billboard change, rewrite the entire buffer. // PERFORMANCE_IDEA: I totally made up 10% :). for (var m = 0; m < billboardsToUpdateLength; ++m) { var b = billboardsToUpdate[m]; b._dirty = false; for (var n = 0; n < numWriters; ++n) { writers[n](this, context, textureAtlasCoordinates, vafWriters, b); } } this._vaf.commit(getIndexBuffer(context)); } else { for (var h = 0; h < billboardsToUpdateLength; ++h) { var bb = billboardsToUpdate[h]; bb._dirty = false; for (var o = 0; o < numWriters; ++o) { writers[o](this, context, textureAtlasCoordinates, vafWriters, bb); } if (this._instanced) { this._vaf.subCommit(bb._index, 1); } else { this._vaf.subCommit(bb._index * 4, 4); } } this._vaf.endSubCommits(); } this._billboardsToUpdateIndex = 0; } // If the number of total billboards ever shrinks considerably // Truncate billboardsToUpdate so that we free memory that we're // not going to be using. if (billboardsToUpdateLength > billboardsLength * 1.5) { billboardsToUpdate.length = billboardsLength; } if (!defined(this._vaf) || !defined(this._vaf.va)) { return; } if (this._boundingVolumeDirty) { this._boundingVolumeDirty = false; BoundingSphere.transform(this._baseVolume, this.modelMatrix, this._baseVolumeWC); } var boundingVolume; var modelMatrix = Matrix4.IDENTITY; if (frameState.mode === SceneMode.SCENE3D) { modelMatrix = this.modelMatrix; boundingVolume = BoundingSphere.clone(this._baseVolumeWC, this._boundingVolume); } else { boundingVolume = BoundingSphere.clone(this._baseVolume2D, this._boundingVolume); } updateBoundingVolume(this, frameState, boundingVolume); var blendOptionChanged = this._blendOption !== this.blendOption; this._blendOption = this.blendOption; if (blendOptionChanged) { if (this._blendOption === BlendOption.OPAQUE || this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) { this._rsOpaque = RenderState.fromCache({ depthTest : { enabled : true, func : WebGLConstants.LESS }, depthMask : true }); } else { this._rsOpaque = undefined; } // If OPAQUE_AND_TRANSLUCENT is in use, only the opaque pass gets the benefit of the depth buffer, // not the translucent pass. Otherwise, if the TRANSLUCENT pass is on its own, it turns on // a depthMask in lieu of full depth sorting (because it has opaque-ish fragments that look bad in OIT). // When the TRANSLUCENT depth mask is in use, label backgrounds require the depth func to be LEQUAL. var useTranslucentDepthMask = this._blendOption === BlendOption.TRANSLUCENT; if (this._blendOption === BlendOption.TRANSLUCENT || this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) { this._rsTranslucent = RenderState.fromCache({ depthTest : { enabled : true, func : (useTranslucentDepthMask ? WebGLConstants.LEQUAL : WebGLConstants.LESS) }, depthMask : useTranslucentDepthMask, blending : BlendingState.ALPHA_BLEND }); } else { this._rsTranslucent = undefined; } } this._shaderDisableDepthDistance = this._shaderDisableDepthDistance || frameState.minimumDisableDepthTestDistance !== 0.0; var vsSource; var fsSource; var vs; var fs; var vertDefines; var supportVSTextureReads = ContextLimits.maximumVertexTextureImageUnits > 0; if (blendOptionChanged || (this._shaderRotation !== this._compiledShaderRotation) || (this._shaderAlignedAxis !== this._compiledShaderAlignedAxis) || (this._shaderScaleByDistance !== this._compiledShaderScaleByDistance) || (this._shaderTranslucencyByDistance !== this._compiledShaderTranslucencyByDistance) || (this._shaderPixelOffsetScaleByDistance !== this._compiledShaderPixelOffsetScaleByDistance) || (this._shaderDistanceDisplayCondition !== this._compiledShaderDistanceDisplayCondition) || (this._shaderDisableDepthDistance !== this._compiledShaderDisableDepthDistance) || (this._shaderClampToGround !== this._compiledShaderClampToGround) || (this._sdf !== this._compiledSDF)) { vsSource = BillboardCollectionVS; fsSource = BillboardCollectionFS; vertDefines = []; if (defined(this._batchTable)) { vertDefines.push('VECTOR_TILE'); vsSource = this._batchTable.getVertexShaderCallback(false, 'a_batchId', undefined)(vsSource); fsSource = this._batchTable.getFragmentShaderCallback(false, undefined)(fsSource); } vs = new ShaderSource({ defines : vertDefines, sources : [vsSource] }); if (this._instanced) { vs.defines.push('INSTANCED'); } if (this._shaderRotation) { vs.defines.push('ROTATION'); } if (this._shaderAlignedAxis) { vs.defines.push('ALIGNED_AXIS'); } if (this._shaderScaleByDistance) { vs.defines.push('EYE_DISTANCE_SCALING'); } if (this._shaderTranslucencyByDistance) { vs.defines.push('EYE_DISTANCE_TRANSLUCENCY'); } if (this._shaderPixelOffsetScaleByDistance) { vs.defines.push('EYE_DISTANCE_PIXEL_OFFSET'); } if (this._shaderDistanceDisplayCondition) { vs.defines.push('DISTANCE_DISPLAY_CONDITION'); } if (this._shaderDisableDepthDistance) { vs.defines.push('DISABLE_DEPTH_DISTANCE'); } if (this._shaderClampToGround) { if (supportVSTextureReads) { vs.defines.push('VERTEX_DEPTH_CHECK'); } else { vs.defines.push('FRAGMENT_DEPTH_CHECK'); } } var sdfEdge = 1.0 - SDFSettings.CUTOFF; if (this._sdf) { vs.defines.push('SDF'); } var vectorFragDefine = defined(this._batchTable) ? 'VECTOR_TILE' : ''; if (this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) { fs = new ShaderSource({ defines : ['OPAQUE', vectorFragDefine], sources : [fsSource] }); if (this._shaderClampToGround) { if (supportVSTextureReads) { fs.defines.push('VERTEX_DEPTH_CHECK'); } else { fs.defines.push('FRAGMENT_DEPTH_CHECK'); } } if (this._sdf) { fs.defines.push('SDF'); fs.defines.push('SDF_EDGE ' + sdfEdge); } this._sp = ShaderProgram.replaceCache({ context : context, shaderProgram : this._sp, vertexShaderSource : vs, fragmentShaderSource : fs, attributeLocations : attributeLocations }); fs = new ShaderSource({ defines : ['TRANSLUCENT', vectorFragDefine], sources : [fsSource] }); if (this._shaderClampToGround) { if (supportVSTextureReads) { fs.defines.push('VERTEX_DEPTH_CHECK'); } else { fs.defines.push('FRAGMENT_DEPTH_CHECK'); } } if (this._sdf) { fs.defines.push('SDF'); fs.defines.push('SDF_EDGE ' + sdfEdge); } this._spTranslucent = ShaderProgram.replaceCache({ context : context, shaderProgram : this._spTranslucent, vertexShaderSource : vs, fragmentShaderSource : fs, attributeLocations : attributeLocations }); } if (this._blendOption === BlendOption.OPAQUE) { fs = new ShaderSource({ defines : [vectorFragDefine], sources : [fsSource] }); if (this._shaderClampToGround) { if (supportVSTextureReads) { fs.defines.push('VERTEX_DEPTH_CHECK'); } else { fs.defines.push('FRAGMENT_DEPTH_CHECK'); } } if (this._sdf) { fs.defines.push('SDF'); fs.defines.push('SDF_EDGE ' + sdfEdge); } this._sp = ShaderProgram.replaceCache({ context : context, shaderProgram : this._sp, vertexShaderSource : vs, fragmentShaderSource : fs, attributeLocations : attributeLocations }); } if (this._blendOption === BlendOption.TRANSLUCENT) { fs = new ShaderSource({ defines : [vectorFragDefine], sources : [fsSource] }); if (this._shaderClampToGround) { if (supportVSTextureReads) { fs.defines.push('VERTEX_DEPTH_CHECK'); } else { fs.defines.push('FRAGMENT_DEPTH_CHECK'); } } if (this._sdf) { fs.defines.push('SDF'); fs.defines.push('SDF_EDGE ' + sdfEdge); } this._spTranslucent = ShaderProgram.replaceCache({ context : context, shaderProgram : this._spTranslucent, vertexShaderSource : vs, fragmentShaderSource : fs, attributeLocations : attributeLocations }); } this._compiledShaderRotation = this._shaderRotation; this._compiledShaderAlignedAxis = this._shaderAlignedAxis; this._compiledShaderScaleByDistance = this._shaderScaleByDistance; this._compiledShaderTranslucencyByDistance = this._shaderTranslucencyByDistance; this._compiledShaderPixelOffsetScaleByDistance = this._shaderPixelOffsetScaleByDistance; this._compiledShaderDistanceDisplayCondition = this._shaderDistanceDisplayCondition; this._compiledShaderDisableDepthDistance = this._shaderDisableDepthDistance; this._compiledShaderClampToGround = this._shaderClampToGround; this._compiledSDF = this._sdf; } var commandList = frameState.commandList; if (pass.render || pass.pick) { var colorList = this._colorCommands; var opaque = this._blendOption === BlendOption.OPAQUE; var opaqueAndTranslucent = this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT; var va = this._vaf.va; var vaLength = va.length; var uniforms = this._uniforms; var pickId; if (defined(this._batchTable)) { uniforms = this._batchTable.getUniformMapCallback()(uniforms); pickId = this._batchTable.getPickId(); } else { pickId = 'v_pickColor'; } colorList.length = vaLength; var totalLength = opaqueAndTranslucent ? vaLength * 2 : vaLength; for (var j = 0; j < totalLength; ++j) { var command = colorList[j]; if (!defined(command)) { command = colorList[j] = new DrawCommand(); } var opaqueCommand = opaque || (opaqueAndTranslucent && j % 2 === 0); command.pass = opaqueCommand || !opaqueAndTranslucent ? Pass.OPAQUE : Pass.TRANSLUCENT; command.owner = this; var index = opaqueAndTranslucent ? Math.floor(j / 2.0) : j; command.boundingVolume = boundingVolume; command.modelMatrix = modelMatrix; command.count = va[index].indicesCount; command.shaderProgram = opaqueCommand ? this._sp : this._spTranslucent; command.uniformMap = uniforms; command.vertexArray = va[index].va; command.renderState = opaqueCommand ? this._rsOpaque : this._rsTranslucent; command.debugShowBoundingVolume = this.debugShowBoundingVolume; command.pickId = pickId; if (this._instanced) { command.count = 6; command.instanceCount = billboardsLength; } commandList.push(command); } if (this.debugShowTextureAtlas) { if (!defined(this.debugCommand)) { this.debugCommand = createDebugCommand(this, frameState.context); } commandList.push(this.debugCommand); } } }; /** * Returns true if this object was destroyed; otherwise, false. *isDestroyed
will result in a {@link DeveloperError} exception.
*
* @returns {Boolean} true
if this object was destroyed; otherwise, false
.
*
* @see BillboardCollection#destroy
*/
BillboardCollection.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.
* isDestroyed
will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (undefined
) to the object as done in the example.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* billboards = billboards && billboards.destroy();
*
* @see BillboardCollection#isDestroyed
*/
BillboardCollection.prototype.destroy = function() {
if (defined(this._removeCallbackFunc)) {
this._removeCallbackFunc();
this._removeCallbackFunc = undefined;
}
this._textureAtlas = this._destroyTextureAtlas && this._textureAtlas && this._textureAtlas.destroy();
this._sp = this._sp && this._sp.destroy();
this._spTranslucent = this._spTranslucent && this._spTranslucent.destroy();
this._vaf = this._vaf && this._vaf.destroy();
destroyBillboards(this._billboards);
return destroyObject(this);
};
export default BillboardCollection;