import BoundingSphere from '../Core/BoundingSphere.js'; import Cartesian2 from '../Core/Cartesian2.js'; import Cartesian3 from '../Core/Cartesian3.js'; import Cartesian4 from '../Core/Cartesian4.js'; import Cartographic from '../Core/Cartographic.js'; import Check from '../Core/Check.js'; import clone from '../Core/clone.js'; import Color from '../Core/Color.js'; import combine from '../Core/combine.js'; import createGuid from '../Core/createGuid.js'; import Credit from '../Core/Credit.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 DistanceDisplayCondition from '../Core/DistanceDisplayCondition.js'; import FeatureDetection from '../Core/FeatureDetection.js'; import getAbsoluteUri from '../Core/getAbsoluteUri.js'; import getMagic from '../Core/getMagic.js'; import getStringFromTypedArray from '../Core/getStringFromTypedArray.js'; import IndexDatatype from '../Core/IndexDatatype.js'; import isArray from '../Core/isArray.js'; import loadCRN from '../Core/loadCRN.js'; import loadImageFromTypedArray from '../Core/loadImageFromTypedArray.js'; import loadKTX from '../Core/loadKTX.js'; import CesiumMath from '../Core/Math.js'; import Matrix3 from '../Core/Matrix3.js'; import Matrix4 from '../Core/Matrix4.js'; import PixelFormat from '../Core/PixelFormat.js'; import PrimitiveType from '../Core/PrimitiveType.js'; import Quaternion from '../Core/Quaternion.js'; import Resource from '../Core/Resource.js'; import Transforms from '../Core/Transforms.js'; import WebGLConstants from '../Core/WebGLConstants.js'; import Buffer from '../Renderer/Buffer.js'; import BufferUsage from '../Renderer/BufferUsage.js'; import DrawCommand from '../Renderer/DrawCommand.js'; import Pass from '../Renderer/Pass.js'; import RenderState from '../Renderer/RenderState.js'; import Sampler from '../Renderer/Sampler.js'; import ShaderProgram from '../Renderer/ShaderProgram.js'; import ShaderSource from '../Renderer/ShaderSource.js'; import Texture from '../Renderer/Texture.js'; import TextureMinificationFilter from '../Renderer/TextureMinificationFilter.js'; import TextureWrap from '../Renderer/TextureWrap.js'; import VertexArray from '../Renderer/VertexArray.js'; import addDefaults from '../ThirdParty/GltfPipeline/addDefaults.js'; import addPipelineExtras from '../ThirdParty/GltfPipeline/addPipelineExtras.js'; import ForEach from '../ThirdParty/GltfPipeline/ForEach.js'; import getAccessorByteStride from '../ThirdParty/GltfPipeline/getAccessorByteStride.js'; import hasExtension from '../ThirdParty/GltfPipeline/hasExtension.js'; import numberOfComponentsForType from '../ThirdParty/GltfPipeline/numberOfComponentsForType.js'; import parseGlb from '../ThirdParty/GltfPipeline/parseGlb.js'; import updateVersion from '../ThirdParty/GltfPipeline/updateVersion.js'; import when from '../ThirdParty/when.js'; import Axis from './Axis.js'; import BlendingState from './BlendingState.js'; import ClippingPlaneCollection from './ClippingPlaneCollection.js'; import ColorBlendMode from './ColorBlendMode.js'; import DracoLoader from './DracoLoader.js'; import getClipAndStyleCode from './getClipAndStyleCode.js'; import getClippingFunction from './getClippingFunction.js'; import HeightReference from './HeightReference.js'; import JobType from './JobType.js'; import ModelAnimationCache from './ModelAnimationCache.js'; import ModelAnimationCollection from './ModelAnimationCollection.js'; import ModelLoadResources from './ModelLoadResources.js'; import ModelMaterial from './ModelMaterial.js'; import ModelMesh from './ModelMesh.js'; import ModelNode from './ModelNode.js'; import ModelUtility from './ModelUtility.js'; import OctahedralProjectedCubeMap from './OctahedralProjectedCubeMap.js'; import processModelMaterialsCommon from './processModelMaterialsCommon.js'; import processPbrMaterials from './processPbrMaterials.js'; import SceneMode from './SceneMode.js'; import ShadowMode from './ShadowMode.js'; var boundingSphereCartesian3Scratch = new Cartesian3(); var ModelState = ModelUtility.ModelState; // glTF MIME types discussed in https://github.com/KhronosGroup/glTF/issues/412 and https://github.com/KhronosGroup/glTF/issues/943 var defaultModelAccept = 'model/gltf-binary,model/gltf+json;q=0.8,application/json;q=0.2,*/*;q=0.01'; var articulationEpsilon = CesiumMath.EPSILON16; /////////////////////////////////////////////////////////////////////////// function setCachedGltf(model, cachedGltf) { model._cachedGltf = cachedGltf; } // glTF JSON can be big given embedded geometry, textures, and animations, so we // cache it across all models using the same url/cache-key. This also reduces the // slight overhead in assigning defaults to missing values. // // Note that this is a global cache, compared to renderer resources, which // are cached per context. function CachedGltf(options) { this._gltf = options.gltf; this.ready = options.ready; this.modelsToLoad = []; this.count = 0; } defineProperties(CachedGltf.prototype, { gltf : { set : function(value) { this._gltf = value; }, get : function() { return this._gltf; } } }); CachedGltf.prototype.makeReady = function(gltfJson) { this.gltf = gltfJson; var models = this.modelsToLoad; var length = models.length; for (var i = 0; i < length; ++i) { var m = models[i]; if (!m.isDestroyed()) { setCachedGltf(m, this); } } this.modelsToLoad = undefined; this.ready = true; }; var gltfCache = {}; var uriToGuid = {}; /////////////////////////////////////////////////////////////////////////// /** * A 3D model based on glTF, the runtime asset format for WebGL, OpenGL ES, and OpenGL. *

* Cesium includes support for geometry and materials, glTF animations, and glTF skinning. * In addition, individual glTF nodes are pickable with {@link Scene#pick} and animatable * with {@link Model#getNode}. glTF cameras and lights are not currently supported. *

*

* An external glTF asset is created with {@link Model.fromGltf}. glTF JSON can also be * created at runtime and passed to this constructor function. In either case, the * {@link Model#readyPromise} is resolved when the model is ready to render, i.e., * when the external binary, image, and shader files are downloaded and the WebGL * resources are created. *

*

* Cesium supports glTF assets with the following extensions: *

*

*

* For high-precision rendering, Cesium supports the {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/1.0/Vendor/CESIUM_RTC/README.md|CESIUM_RTC} extension, which introduces the * CESIUM_RTC_MODELVIEW parameter semantic that says the node is in WGS84 coordinates translated * relative to a local origin. *

* * @alias Model * @constructor * * @param {Object} [options] Object with the following properties: * @param {Object|ArrayBuffer|Uint8Array} [options.gltf] A glTF JSON object, or a binary glTF buffer. * @param {Resource|String} [options.basePath=''] The base path that paths in the glTF JSON are relative to. * @param {Boolean} [options.show=true] Determines if the model primitive will be shown. * @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms the model from model to world coordinates. * @param {Number} [options.scale=1.0] A uniform scale applied to this model. * @param {Number} [options.minimumPixelSize=0.0] The approximate minimum pixel size of the model regardless of zoom. * @param {Number} [options.maximumScale] The maximum scale size of a model. An upper limit for minimumPixelSize. * @param {Object} [options.id] A user-defined object to return when the model is picked with {@link Scene#pick}. * @param {Boolean} [options.allowPicking=true] When true, each glTF mesh and primitive is pickable with {@link Scene#pick}. * @param {Boolean} [options.incrementallyLoadTextures=true] Determine if textures may continue to stream in after the model is loaded. * @param {Boolean} [options.asynchronous=true] Determines if model WebGL resource creation will be spread out over several frames or block until completion once all glTF files are loaded. * @param {Boolean} [options.clampAnimations=true] Determines if the model's animations should hold a pose over frames where no keyframes are specified. * @param {ShadowMode} [options.shadows=ShadowMode.ENABLED] Determines whether the model casts or receives shadows from each light source. * @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Draws the bounding sphere for each draw command in the model. * @param {Boolean} [options.debugWireframe=false] For debugging only. Draws the model in wireframe. * @param {HeightReference} [options.heightReference=HeightReference.NONE] Determines how the model is drawn relative to terrain. * @param {Scene} [options.scene] Must be passed in for models that use the height reference property. * @param {DistanceDisplayCondition} [options.distanceDisplayCondition] The condition specifying at what distance from the camera that this model will be displayed. * @param {Color} [options.color=Color.WHITE] A color that blends with the model's rendered color. * @param {ColorBlendMode} [options.colorBlendMode=ColorBlendMode.HIGHLIGHT] Defines how the color blends with the model. * @param {Number} [options.colorBlendAmount=0.5] Value used to determine the color strength when the colorBlendMode is MIX. A value of 0.0 results in the model's rendered color while a value of 1.0 results in a solid color, with any value in-between resulting in a mix of the two. * @param {Color} [options.silhouetteColor=Color.RED] The silhouette color. If more than 256 models have silhouettes enabled, there is a small chance that overlapping models will have minor artifacts. * @param {Number} [options.silhouetteSize=0.0] The size of the silhouette in pixels. * @param {ClippingPlaneCollection} [options.clippingPlanes] The {@link ClippingPlaneCollection} used to selectively disable rendering the model. * @param {Boolean} [options.dequantizeInShader=true] Determines if a {@link https://github.com/google/draco|Draco} encoded model is dequantized on the GPU. This decreases total memory usage for encoded models. * @param {Cartesian2} [options.imageBasedLightingFactor=Cartesian2(1.0, 1.0)] Scales diffuse and specular image-based lighting from the earth, sky, atmosphere and star skybox. * @param {Cartesian3} [options.lightColor] The color and intensity of the sunlight used to shade the model. * @param {Number} [options.luminanceAtZenith=0.2] The sun's luminance at the zenith in kilo candela per meter squared to use for this model's procedural environment map. * @param {Cartesian3[]} [options.sphericalHarmonicCoefficients] The third order spherical harmonic coefficients used for the diffuse color of image-based lighting. * @param {String} [options.specularEnvironmentMaps] A URL to a KTX file that contains a cube map of the specular lighting and the convoluted specular mipmaps. * @param {Credit|String} [options.credit] A credit for the data source, which is displayed on the canvas. * * @see Model.fromGltf * * @demo {@link https://sandcastle.cesium.com/index.html?src=3D%20Models.html|Cesium Sandcastle Models Demo} */ function Model(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); var cacheKey = options.cacheKey; this._cacheKey = cacheKey; this._cachedGltf = undefined; this._releaseGltfJson = defaultValue(options.releaseGltfJson, false); var cachedGltf; if (defined(cacheKey) && defined(gltfCache[cacheKey]) && gltfCache[cacheKey].ready) { // glTF JSON is in cache and ready cachedGltf = gltfCache[cacheKey]; ++cachedGltf.count; } else { // glTF was explicitly provided, e.g., when a user uses the Model constructor directly var gltf = options.gltf; if (defined(gltf)) { if (gltf instanceof ArrayBuffer) { gltf = new Uint8Array(gltf); } if (gltf instanceof Uint8Array) { // Binary glTF var parsedGltf = parseGlb(gltf); cachedGltf = new CachedGltf({ gltf : parsedGltf, ready : true }); } else { // Normal glTF (JSON) cachedGltf = new CachedGltf({ gltf : options.gltf, ready : true }); } cachedGltf.count = 1; if (defined(cacheKey)) { gltfCache[cacheKey] = cachedGltf; } } } setCachedGltf(this, cachedGltf); var basePath = defaultValue(options.basePath, ''); this._resource = Resource.createIfNeeded(basePath); // User specified credit var credit = options.credit; if (typeof credit === 'string') { credit = new Credit(credit); } this._credit = credit; // Create a list of Credit's so they can be added from the Resource later this._resourceCredits = []; /** * Determines if the model primitive will be shown. * * @type {Boolean} * * @default true */ this.show = defaultValue(options.show, true); /** * The silhouette color. * * @type {Color} * * @default Color.RED */ this.silhouetteColor = defaultValue(options.silhouetteColor, Color.RED); this._silhouetteColor = new Color(); this._silhouetteColorPreviousAlpha = 1.0; this._normalAttributeName = undefined; /** * The size of the silhouette in pixels. * * @type {Number} * * @default 0.0 */ this.silhouetteSize = defaultValue(options.silhouetteSize, 0.0); /** * The 4x4 transformation matrix that transforms the model from model to world coordinates. * When this is the identity matrix, the model is drawn in world coordinates, i.e., Earth's WGS84 coordinates. * Local reference frames can be used by providing a different transformation matrix, like that returned * by {@link Transforms.eastNorthUpToFixedFrame}. * * @type {Matrix4} * * @default {@link Matrix4.IDENTITY} * * @example * var origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0); * m.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin); */ this.modelMatrix = Matrix4.clone(defaultValue(options.modelMatrix, Matrix4.IDENTITY)); this._modelMatrix = Matrix4.clone(this.modelMatrix); this._clampedModelMatrix = undefined; /** * A uniform scale applied to this model before the {@link Model#modelMatrix}. * Values greater than 1.0 increase the size of the model; values * less than 1.0 decrease. * * @type {Number} * * @default 1.0 */ this.scale = defaultValue(options.scale, 1.0); this._scale = this.scale; /** * The approximate minimum pixel size of the model regardless of zoom. * This can be used to ensure that a model is visible even when the viewer * zooms out. When 0.0, no minimum size is enforced. * * @type {Number} * * @default 0.0 */ this.minimumPixelSize = defaultValue(options.minimumPixelSize, 0.0); this._minimumPixelSize = this.minimumPixelSize; /** * The maximum scale size for a model. This can be used to give * an upper limit to the {@link Model#minimumPixelSize}, ensuring that the model * is never an unreasonable scale. * * @type {Number} */ this.maximumScale = options.maximumScale; this._maximumScale = this.maximumScale; /** * User-defined object returned when the model is picked. * * @type Object * * @default undefined * * @see Scene#pick */ this.id = options.id; this._id = options.id; /** * Returns the height reference of the model * * @type {HeightReference} * * @default HeightReference.NONE */ this.heightReference = defaultValue(options.heightReference, HeightReference.NONE); this._heightReference = this.heightReference; this._heightChanged = false; this._removeUpdateHeightCallback = undefined; var scene = options.scene; this._scene = scene; if (defined(scene) && defined(scene.terrainProviderChanged)) { this._terrainProviderChangedCallback = scene.terrainProviderChanged.addEventListener(function() { this._heightChanged = true; }, this); } /** * Used for picking primitives that wrap a model. * * @private */ this._pickObject = options.pickObject; this._allowPicking = defaultValue(options.allowPicking, true); this._ready = false; this._readyPromise = when.defer(); /** * The currently playing glTF animations. * * @type {ModelAnimationCollection} */ this.activeAnimations = new ModelAnimationCollection(this); /** * Determines if the model's animations should hold a pose over frames where no keyframes are specified. * * @type {Boolean} */ this.clampAnimations = defaultValue(options.clampAnimations, true); this._defaultTexture = undefined; this._incrementallyLoadTextures = defaultValue(options.incrementallyLoadTextures, true); this._asynchronous = defaultValue(options.asynchronous, true); /** * Determines whether the model casts or receives shadows from each light source. * * @type {ShadowMode} * * @default ShadowMode.ENABLED */ this.shadows = defaultValue(options.shadows, ShadowMode.ENABLED); this._shadows = this.shadows; /** * A color that blends with the model's rendered color. * * @type {Color} * * @default Color.WHITE */ this.color = Color.clone(defaultValue(options.color, Color.WHITE)); this._colorPreviousAlpha = 1.0; /** * Defines how the color blends with the model. * * @type {ColorBlendMode} * * @default ColorBlendMode.HIGHLIGHT */ this.colorBlendMode = defaultValue(options.colorBlendMode, ColorBlendMode.HIGHLIGHT); /** * Value used to determine the color strength when the colorBlendMode is MIX. * A value of 0.0 results in the model's rendered color while a value of 1.0 results in a solid color, with * any value in-between resulting in a mix of the two. * * @type {Number} * * @default 0.5 */ this.colorBlendAmount = defaultValue(options.colorBlendAmount, 0.5); this._colorShadingEnabled = false; this._clippingPlanes = undefined; this.clippingPlanes = options.clippingPlanes; // Used for checking if shaders need to be regenerated due to clipping plane changes. this._clippingPlanesState = 0; // If defined, use this matrix to position the clipping planes instead of the modelMatrix. // This is so that when models are part of a tileset they all get clipped relative // to the root tile. this.clippingPlanesOriginMatrix = undefined; /** * This property is for debugging only; it is not for production use nor is it optimized. *

* Draws the bounding sphere for each draw command in the model. A glTF primitive corresponds * to one draw command. A glTF mesh has an array of primitives, often of length one. *

* * @type {Boolean} * * @default false */ this.debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false); this._debugShowBoundingVolume = false; /** * This property is for debugging only; it is not for production use nor is it optimized. *

* Draws the model in wireframe. *

* * @type {Boolean} * * @default false */ this.debugWireframe = defaultValue(options.debugWireframe, false); this._debugWireframe = false; this._distanceDisplayCondition = options.distanceDisplayCondition; // Undocumented options this._addBatchIdToGeneratedShaders = options.addBatchIdToGeneratedShaders; this._precreatedAttributes = options.precreatedAttributes; this._vertexShaderLoaded = options.vertexShaderLoaded; this._fragmentShaderLoaded = options.fragmentShaderLoaded; this._uniformMapLoaded = options.uniformMapLoaded; this._pickIdLoaded = options.pickIdLoaded; this._ignoreCommands = defaultValue(options.ignoreCommands, false); this._requestType = options.requestType; this._upAxis = defaultValue(options.upAxis, Axis.Y); this._gltfForwardAxis = Axis.Z; this._forwardAxis = options.forwardAxis; /** * @private * @readonly */ this.cull = defaultValue(options.cull, true); /** * @private * @readonly */ this.opaquePass = defaultValue(options.opaquePass, Pass.OPAQUE); this._computedModelMatrix = new Matrix4(); // Derived from modelMatrix and scale this._clippingPlaneModelViewMatrix = Matrix4.clone(Matrix4.IDENTITY); // Derived from modelMatrix, scale, and the current view matrix this._initialRadius = undefined; // Radius without model's scale property, model-matrix scale, animations, or skins this._boundingSphere = undefined; this._scaledBoundingSphere = new BoundingSphere(); this._state = ModelState.NEEDS_LOAD; this._loadResources = undefined; this._mode = undefined; this._perNodeShowDirty = false; // true when the Cesium API was used to change a node's show property this._cesiumAnimationsDirty = false; // true when the Cesium API, not a glTF animation, changed a node transform this._dirty = false; // true when the model was transformed this frame this._maxDirtyNumber = 0; // Used in place of a dirty boolean flag to avoid an extra graph traversal this._runtime = { animations : undefined, articulationsByName : undefined, articulationsByStageKey : undefined, stagesByKey : undefined, rootNodes : undefined, nodes : undefined, // Indexed with the node's index nodesByName : undefined, // Indexed with name property in the node skinnedNodes : undefined, meshesByName : undefined, // Indexed with the name property in the mesh materialsByName : undefined, // Indexed with the name property in the material materialsById : undefined // Indexed with the material's index }; this._uniformMaps = {}; // Not cached since it can be targeted by glTF animation this._extensionsUsed = undefined; // Cached used glTF extensions this._extensionsRequired = undefined; // Cached required glTF extensions this._quantizedUniforms = {}; // Quantized uniforms for each program for WEB3D_quantized_attributes this._programPrimitives = {}; this._rendererResources = { // Cached between models with the same url/cache-key buffers : {}, vertexArrays : {}, programs : {}, sourceShaders : {}, silhouettePrograms : {}, textures : {}, samplers : {}, renderStates : {} }; this._cachedRendererResources = undefined; this._loadRendererResourcesFromCache = false; this._dequantizeInShader = defaultValue(options.dequantizeInShader, true); this._decodedData = {}; this._cachedGeometryByteLength = 0; this._cachedTexturesByteLength = 0; this._geometryByteLength = 0; this._texturesByteLength = 0; this._trianglesLength = 0; // Hold references for shader reconstruction. // Hold these separately because _cachedGltf may get released (this.releaseGltfJson) this._sourceTechniques = {}; this._sourcePrograms = {}; this._quantizedVertexShaders = {}; this._nodeCommands = []; this._pickIds = []; // CESIUM_RTC extension this._rtcCenter = undefined; // reference to either 3D or 2D this._rtcCenterEye = undefined; // in eye coordinates this._rtcCenter3D = undefined; // in world coordinates this._rtcCenter2D = undefined; // in projected world coordinates this._sourceVersion = undefined; this._sourceKHRTechniquesWebGL = undefined; this._imageBasedLightingFactor = new Cartesian2(1.0, 1.0); Cartesian2.clone(options.imageBasedLightingFactor, this._imageBasedLightingFactor); this._lightColor = Cartesian3.clone(options.lightColor); this._luminanceAtZenith = undefined; this.luminanceAtZenith = defaultValue(options.luminanceAtZenith, 0.2); this._sphericalHarmonicCoefficients = options.sphericalHarmonicCoefficients; this._specularEnvironmentMaps = options.specularEnvironmentMaps; this._shouldUpdateSpecularMapAtlas = true; this._specularEnvironmentMapAtlas = undefined; this._useDefaultSphericalHarmonics = false; this._useDefaultSpecularMaps = false; this._shouldRegenerateShaders = false; } defineProperties(Model.prototype, { /** * The object for the glTF JSON, including properties with default values omitted * from the JSON provided to this model. * * @memberof Model.prototype * * @type {Object} * @readonly * * @default undefined */ gltf : { get : function() { return defined(this._cachedGltf) ? this._cachedGltf.gltf : undefined; } }, /** * When true, the glTF JSON is not stored with the model once the model is * loaded (when {@link Model#ready} is true). This saves memory when * geometry, textures, and animations are embedded in the .gltf file. * This is especially useful for cases like 3D buildings, where each .gltf model is unique * and caching the glTF JSON is not effective. * * @memberof Model.prototype * * @type {Boolean} * @readonly * * @default false * * @private */ releaseGltfJson : { get : function() { return this._releaseGltfJson; } }, /** * The key identifying this model in the model cache for glTF JSON, renderer resources, and animations. * Caching saves memory and improves loading speed when several models with the same url are created. *

* This key is automatically generated when the model is created with {@link Model.fromGltf}. If the model * is created directly from glTF JSON using the {@link Model} constructor, this key can be manually * provided; otherwise, the model will not be changed. *

* * @memberof Model.prototype * * @type {String} * @readonly * * @private */ cacheKey : { get : function() { return this._cacheKey; } }, /** * The base path that paths in the glTF JSON are relative to. The base * path is the same path as the path containing the .gltf file * minus the .gltf file, when binary, image, and shader files are * in the same directory as the .gltf. When this is '', * the app's base path is used. * * @memberof Model.prototype * * @type {String} * @readonly * * @default '' */ basePath : { get : function() { return this._resource.url; } }, /** * The model's bounding sphere in its local coordinate system. This does not take into * account glTF animations and skins nor does it take into account {@link Model#minimumPixelSize}. * * @memberof Model.prototype * * @type {BoundingSphere} * @readonly * * @default undefined * * @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true. * * @example * // Center in WGS84 coordinates * var center = Cesium.Matrix4.multiplyByPoint(model.modelMatrix, model.boundingSphere.center, new Cesium.Cartesian3()); */ boundingSphere : { get : function() { //>>includeStart('debug', pragmas.debug); if (this._state !== ModelState.LOADED) { throw new DeveloperError('The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true.'); } //>>includeEnd('debug'); var modelMatrix = this.modelMatrix; if ((this.heightReference !== HeightReference.NONE) && this._clampedModelMatrix) { modelMatrix = this._clampedModelMatrix; } var nonUniformScale = Matrix4.getScale(modelMatrix, boundingSphereCartesian3Scratch); var scale = defined(this.maximumScale) ? Math.min(this.maximumScale, this.scale) : this.scale; Cartesian3.multiplyByScalar(nonUniformScale, scale, nonUniformScale); var scaledBoundingSphere = this._scaledBoundingSphere; scaledBoundingSphere.center = Cartesian3.multiplyComponents(this._boundingSphere.center, nonUniformScale, scaledBoundingSphere.center); scaledBoundingSphere.radius = Cartesian3.maximumComponent(nonUniformScale) * this._initialRadius; if (defined(this._rtcCenter)) { Cartesian3.add(this._rtcCenter, scaledBoundingSphere.center, scaledBoundingSphere.center); } return scaledBoundingSphere; } }, /** * When true, this model is ready to render, i.e., the external binary, image, * and shader files were downloaded and the WebGL resources were created. This is set to * true right before {@link Model#readyPromise} is resolved. * * @memberof Model.prototype * * @type {Boolean} * @readonly * * @default false */ ready : { get : function() { return this._ready; } }, /** * Gets the promise that will be resolved when this model is ready to render, i.e., when the external binary, image, * and shader files were downloaded and the WebGL resources were created. *

* This promise is resolved at the end of the frame before the first frame the model is rendered in. *

* * @memberof Model.prototype * @type {Promise.} * @readonly * * @example * // Play all animations at half-speed when the model is ready to render * Cesium.when(model.readyPromise).then(function(model) { * model.activeAnimations.addAll({ * multiplier : 0.5 * }); * }).otherwise(function(error){ * window.alert(error); * }); * * @see Model#ready */ readyPromise : { get : function() { return this._readyPromise.promise; } }, /** * Determines if model WebGL resource creation will be spread out over several frames or * block until completion once all glTF files are loaded. * * @memberof Model.prototype * * @type {Boolean} * @readonly * * @default true */ asynchronous : { get : function() { return this._asynchronous; } }, /** * When true, each glTF mesh and primitive is pickable with {@link Scene#pick}. When false, GPU memory is saved. * * @memberof Model.prototype * * @type {Boolean} * @readonly * * @default true */ allowPicking : { get : function() { return this._allowPicking; } }, /** * Determine if textures may continue to stream in after the model is loaded. * * @memberof Model.prototype * * @type {Boolean} * @readonly * * @default true */ incrementallyLoadTextures : { get : function() { return this._incrementallyLoadTextures; } }, /** * Return the number of pending texture loads. * * @memberof Model.prototype * * @type {Number} * @readonly */ pendingTextureLoads : { get : function() { return defined(this._loadResources) ? this._loadResources.pendingTextureLoads : 0; } }, /** * Returns true if the model was transformed this frame * * @memberof Model.prototype * * @type {Boolean} * @readonly * * @private */ dirty : { get : function() { return this._dirty; } }, /** * Gets or sets the condition specifying at what distance from the camera that this model will be displayed. * @memberof Model.prototype * @type {DistanceDisplayCondition} * @default undefined */ distanceDisplayCondition : { get : function() { return this._distanceDisplayCondition; }, set : function(value) { //>>includeStart('debug', pragmas.debug); if (defined(value) && value.far <= value.near) { throw new DeveloperError('far must be greater than near'); } //>>includeEnd('debug'); this._distanceDisplayCondition = DistanceDisplayCondition.clone(value, this._distanceDisplayCondition); } }, extensionsUsed : { get : function() { if (!defined(this._extensionsUsed)) { this._extensionsUsed = ModelUtility.getUsedExtensions(this.gltf); } return this._extensionsUsed; } }, extensionsRequired : { get : function() { if (!defined(this._extensionsRequired)) { this._extensionsRequired = ModelUtility.getRequiredExtensions(this.gltf); } return this._extensionsRequired; } }, /** * Gets the model's up-axis. * By default models are y-up according to the glTF spec, however geo-referenced models will typically be z-up. * * @memberof Model.prototype * * @type {Number} * @default Axis.Y * @readonly * * @private */ upAxis : { get : function() { return this._upAxis; } }, /** * Gets the model's forward axis. * By default, glTF 2.0 models are z-forward according to the glTF spec, however older * glTF (1.0, 0.8) models used x-forward. Note that only Axis.X and Axis.Z are supported. * * @memberof Model.prototype * * @type {Number} * @default Axis.Z * @readonly * * @private */ forwardAxis : { get : function() { if (defined(this._forwardAxis)) { return this._forwardAxis; } return this._gltfForwardAxis; } }, /** * Gets the model's triangle count. * * @private */ trianglesLength : { get : function() { return this._trianglesLength; } }, /** * Gets the model's geometry memory in bytes. This includes all vertex and index buffers. * * @private */ geometryByteLength : { get : function() { return this._geometryByteLength; } }, /** * Gets the model's texture memory in bytes. * * @private */ texturesByteLength : { get : function() { return this._texturesByteLength; } }, /** * Gets the model's cached geometry memory in bytes. This includes all vertex and index buffers. * * @private */ cachedGeometryByteLength : { get : function() { return this._cachedGeometryByteLength; } }, /** * Gets the model's cached texture memory in bytes. * * @private */ cachedTexturesByteLength : { get : function() { return this._cachedTexturesByteLength; } }, /** * The {@link ClippingPlaneCollection} used to selectively disable rendering the model. * * @memberof Model.prototype * * @type {ClippingPlaneCollection} */ clippingPlanes : { get : function() { return this._clippingPlanes; }, set : function(value) { if (value === this._clippingPlanes) { return; } // Handle destroying, checking of unknown, checking for existing ownership ClippingPlaneCollection.setOwner(value, this, '_clippingPlanes'); } }, /** * @private */ pickIds : { get : function() { return this._pickIds; } }, /** * Cesium adds lighting from the earth, sky, atmosphere, and star skybox. This cartesian is used to scale the final * diffuse and specular lighting contribution from those sources to the final color. A value of 0.0 will disable those light sources. * * @memberof Model.prototype * * @type {Cartesian2} * @default Cartesian2(1.0, 1.0) */ imageBasedLightingFactor : { get : function() { return this._imageBasedLightingFactor; }, set : function(value) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('imageBasedLightingFactor', value); Check.typeOf.number.greaterThanOrEquals('imageBasedLightingFactor.x', value.x, 0.0); Check.typeOf.number.lessThanOrEquals('imageBasedLightingFactor.x', value.x, 1.0); Check.typeOf.number.greaterThanOrEquals('imageBasedLightingFactor.y', value.y, 0.0); Check.typeOf.number.lessThanOrEquals('imageBasedLightingFactor.y', value.y, 1.0); //>>includeEnd('debug'); var imageBasedLightingFactor = this._imageBasedLightingFactor; if ((value === imageBasedLightingFactor) || Cartesian2.equals(value, imageBasedLightingFactor)) { return; } this._shouldRegenerateShaders = this._shouldRegenerateShaders || (this._imageBasedLightingFactor.x > 0.0 && value.x === 0.0) || (this._imageBasedLightingFactor.x === 0.0 && value.x > 0.0); this._shouldRegenerateShaders = this._shouldRegenerateShaders || (this._imageBasedLightingFactor.y > 0.0 && value.y === 0.0) || (this._imageBasedLightingFactor.y === 0.0 && value.y > 0.0); Cartesian2.clone(value, this._imageBasedLightingFactor); } }, /** * The color and intensity of the sunlight used to shade the model. *

* For example, disabling additional light sources by setting model.imageBasedLightingFactor = new Cesium.Cartesian2(0.0, 0.0) will make the * model much darker. Here, increasing the intensity of the light source will make the model brighter. *

* * @memberof Model.prototype * * @type {Cartesian3} * @default undefined */ lightColor : { get : function() { return this._lightColor; }, set : function(value) { var lightColor = this._lightColor; if (value === lightColor || Cartesian3.equals(value, lightColor)) { return; } this._shouldRegenerateShaders = this._shouldRegenerateShaders || (defined(lightColor) && !defined(value)) || (defined(value) && !defined(lightColor)); this._lightColor = Cartesian3.clone(value, lightColor); } }, /** * The sun's luminance at the zenith in kilo candela per meter squared to use for this model's procedural environment map. * This is used when {@link Model#specularEnvironmentMaps} and {@link Model#sphericalHarmonicCoefficients} are not defined. * * @memberof Model.prototype * * @demo {@link https://sandcastle.cesium.com/index.html?src=Image-Based Lighting.html|Sandcastle Image Based Lighting Demo} * @type {Number} * @default 0.2 */ luminanceAtZenith : { get : function() { return this._luminanceAtZenith; }, set : function(value) { var lum = this._luminanceAtZenith; if (value === lum) { return; } this._shouldRegenerateShaders = this._shouldRegenerateShaders || (defined(lum) && !defined(value)) || (defined(value) && !defined(lum)); this._luminanceAtZenith = value; } }, /** * The third order spherical harmonic coefficients used for the diffuse color of image-based lighting. When undefined, a diffuse irradiance * computed from the atmosphere color is used. *

* There are nine Cartesian3 coefficients. * The order of the coefficients is: L00, L1-1, L10, L11, L2-2, L2-1, L20, L21, L22 *

* * These values can be obtained by preprocessing the environment map using the cmgen tool of * {@link https://github.com/google/filament/releases|Google's Filament project}. This will also generate a KTX file that can be * supplied to {@link Model#specularEnvironmentMaps}. * * @memberof Model.prototype * * @type {Cartesian3[]} * @demo {@link https://sandcastle.cesium.com/index.html?src=Image-Based Lighting.html|Sandcastle Image Based Lighting Demo} * @see {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf|An Efficient Representation for Irradiance Environment Maps} */ sphericalHarmonicCoefficients : { get : function() { return this._sphericalHarmonicCoefficients; }, set : function(value) { //>>includeStart('debug', pragmas.debug); if (defined(value) && (!isArray(value) || value.length !== 9)) { throw new DeveloperError('sphericalHarmonicCoefficients must be an array of 9 Cartesian3 values.'); } //>>includeEnd('debug'); if (value === this._sphericalHarmonicCoefficients) { return; } this._sphericalHarmonicCoefficients = value; this._shouldRegenerateShaders = true; } }, /** * A URL to a KTX file that contains a cube map of the specular lighting and the convoluted specular mipmaps. * * @memberof Model.prototype * @demo {@link https://sandcastle.cesium.com/index.html?src=Image-Based Lighting.html|Sandcastle Image Based Lighting Demo} * @type {String} * @see Model#sphericalHarmonicCoefficients */ specularEnvironmentMaps : { get : function() { return this._specularEnvironmentMaps; }, set : function(value) { this._shouldUpdateSpecularMapAtlas = this._shouldUpdateSpecularMapAtlas || value !== this._specularEnvironmentMaps; this._specularEnvironmentMaps = value; } }, /** * Gets the credit that will be displayed for the model * @memberof Model.prototype * @type {Credit} */ credit : { get : function() { return this._credit; } } }); function silhouetteSupported(context) { return context.stencilBuffer; } function isColorShadingEnabled(model) { return !Color.equals(model.color, Color.WHITE) || (model.colorBlendMode !== ColorBlendMode.HIGHLIGHT); } function isClippingEnabled(model) { var clippingPlanes = model._clippingPlanes; return defined(clippingPlanes) && clippingPlanes.enabled && clippingPlanes.length !== 0; } /** * Determines if silhouettes are supported. * * @param {Scene} scene The scene. * @returns {Boolean} true if silhouettes are supported; otherwise, returns false */ Model.silhouetteSupported = function(scene) { return silhouetteSupported(scene.context); }; function containsGltfMagic(uint8Array) { var magic = getMagic(uint8Array); return magic === 'glTF'; } /** *

* Creates a model from a glTF asset. When the model is ready to render, i.e., when the external binary, image, * and shader files are downloaded and the WebGL resources are created, the {@link Model#readyPromise} is resolved. *

*

* The model can be a traditional glTF asset with a .gltf extension or a Binary glTF using the .glb extension. *

*

* Cesium supports glTF assets with the following extensions: *

*

*

* For high-precision rendering, Cesium supports the {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/1.0/Vendor/CESIUM_RTC/README.md|CESIUM_RTC} extension, which introduces the * CESIUM_RTC_MODELVIEW parameter semantic that says the node is in WGS84 coordinates translated * relative to a local origin. *

* * @param {Object} options Object with the following properties: * @param {Resource|String} options.url The url to the .gltf file. * @param {Resource|String} [options.basePath] The base path that paths in the glTF JSON are relative to. * @param {Boolean} [options.show=true] Determines if the model primitive will be shown. * @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms the model from model to world coordinates. * @param {Number} [options.scale=1.0] A uniform scale applied to this model. * @param {Number} [options.minimumPixelSize=0.0] The approximate minimum pixel size of the model regardless of zoom. * @param {Number} [options.maximumScale] The maximum scale for the model. * @param {Object} [options.id] A user-defined object to return when the model is picked with {@link Scene#pick}. * @param {Boolean} [options.allowPicking=true] When true, each glTF mesh and primitive is pickable with {@link Scene#pick}. * @param {Boolean} [options.incrementallyLoadTextures=true] Determine if textures may continue to stream in after the model is loaded. * @param {Boolean} [options.asynchronous=true] Determines if model WebGL resource creation will be spread out over several frames or block until completion once all glTF files are loaded. * @param {Boolean} [options.clampAnimations=true] Determines if the model's animations should hold a pose over frames where no keyframes are specified. * @param {ShadowMode} [options.shadows=ShadowMode.ENABLED] Determines whether the model casts or receives shadows from each light source. * @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Draws the bounding sphere for each draw command in the model. * @param {Boolean} [options.debugWireframe=false] For debugging only. Draws the model in wireframe. * @param {HeightReference} [options.heightReference=HeightReference.NONE] Determines how the model is drawn relative to terrain. * @param {Scene} [options.scene] Must be passed in for models that use the height reference property. * @param {DistanceDisplayCondition} [options.distanceDisplayCondition] The condition specifying at what distance from the camera that this model will be displayed. * @param {Color} [options.color=Color.WHITE] A color that blends with the model's rendered color. * @param {ColorBlendMode} [options.colorBlendMode=ColorBlendMode.HIGHLIGHT] Defines how the color blends with the model. * @param {Number} [options.colorBlendAmount=0.5] Value used to determine the color strength when the colorBlendMode is MIX. A value of 0.0 results in the model's rendered color while a value of 1.0 results in a solid color, with any value in-between resulting in a mix of the two. * @param {Color} [options.silhouetteColor=Color.RED] The silhouette color. If more than 256 models have silhouettes enabled, there is a small chance that overlapping models will have minor artifacts. * @param {Number} [options.silhouetteSize=0.0] The size of the silhouette in pixels. * @param {ClippingPlaneCollection} [options.clippingPlanes] The {@link ClippingPlaneCollection} used to selectively disable rendering the model. * @param {Boolean} [options.dequantizeInShader=true] Determines if a {@link https://github.com/google/draco|Draco} encoded model is dequantized on the GPU. This decreases total memory usage for encoded models. * @param {Credit|String} [options.credit] A credit for the model, which is displayed on the canvas. * * @returns {Model} The newly created model. * * @example * // Example 1. Create a model from a glTF asset * var model = scene.primitives.add(Cesium.Model.fromGltf({ * url : './duck/duck.gltf' * })); * * @example * // Example 2. Create model and provide all properties and events * var origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0); * var modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin); * * var model = scene.primitives.add(Cesium.Model.fromGltf({ * url : './duck/duck.gltf', * show : true, // default * modelMatrix : modelMatrix, * scale : 2.0, // double size * minimumPixelSize : 128, // never smaller than 128 pixels * maximumScale: 20000, // never larger than 20000 * model size (overrides minimumPixelSize) * allowPicking : false, // not pickable * debugShowBoundingVolume : false, // default * debugWireframe : false * })); * * model.readyPromise.then(function(model) { * // Play all animations when the model is ready to render * model.activeAnimations.addAll(); * }); */ Model.fromGltf = function(options) { //>>includeStart('debug', pragmas.debug); if (!defined(options) || !defined(options.url)) { throw new DeveloperError('options.url is required'); } //>>includeEnd('debug'); var url = options.url; options = clone(options); // Create resource for the model file var modelResource = Resource.createIfNeeded(url); // Setup basePath to get dependent files var basePath = defaultValue(options.basePath, modelResource.clone()); var resource = Resource.createIfNeeded(basePath); // If no cache key is provided, use a GUID. // Check using a URI to GUID dictionary that we have not already added this model. var cacheKey = defaultValue(options.cacheKey, uriToGuid[getAbsoluteUri(modelResource.url)]); if (!defined(cacheKey)) { cacheKey = createGuid(); uriToGuid[getAbsoluteUri(modelResource.url)] = cacheKey; } if (defined(options.basePath) && !defined(options.cacheKey)) { cacheKey += resource.url; } options.cacheKey = cacheKey; options.basePath = resource; var model = new Model(options); var cachedGltf = gltfCache[cacheKey]; if (!defined(cachedGltf)) { cachedGltf = new CachedGltf({ ready : false }); cachedGltf.count = 1; cachedGltf.modelsToLoad.push(model); setCachedGltf(model, cachedGltf); gltfCache[cacheKey] = cachedGltf; // Add Accept header if we need it if (!defined(modelResource.headers.Accept)) { modelResource.headers.Accept = defaultModelAccept; } modelResource.fetchArrayBuffer().then(function(arrayBuffer) { var array = new Uint8Array(arrayBuffer); if (containsGltfMagic(array)) { // Load binary glTF var parsedGltf = parseGlb(array); cachedGltf.makeReady(parsedGltf); } else { // Load text (JSON) glTF var json = getStringFromTypedArray(array); cachedGltf.makeReady(JSON.parse(json)); } var resourceCredits = model._resourceCredits; var credits = modelResource.credits; if (defined(credits)) { var length = credits.length; for (var i = 0; i < length; i++) { resourceCredits.push(credits[i]); } } }).otherwise(ModelUtility.getFailedLoadFunction(model, 'model', modelResource.url)); } else if (!cachedGltf.ready) { // Cache hit but the fetchArrayBuffer() or fetchText() request is still pending ++cachedGltf.count; cachedGltf.modelsToLoad.push(model); } // else if the cached glTF is defined and ready, the // model constructor will pick it up using the cache key. return model; }; /** * For the unit tests to verify model caching. * * @private */ Model._gltfCache = gltfCache; function getRuntime(model, runtimeName, name) { //>>includeStart('debug', pragmas.debug); if (model._state !== ModelState.LOADED) { throw new DeveloperError('The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true.'); } if (!defined(name)) { throw new DeveloperError('name is required.'); } //>>includeEnd('debug'); return (model._runtime[runtimeName])[name]; } /** * Returns the glTF node with the given name property. This is used to * modify a node's transform for animation outside of glTF animations. * * @param {String} name The glTF name of the node. * @returns {ModelNode} The node or undefined if no node with name exists. * * @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true. * * @example * // Apply non-uniform scale to node LOD3sp * var node = model.getNode('LOD3sp'); * node.matrix = Cesium.Matrix4.fromScale(new Cesium.Cartesian3(5.0, 1.0, 1.0), node.matrix); */ Model.prototype.getNode = function(name) { var node = getRuntime(this, 'nodesByName', name); return defined(node) ? node.publicNode : undefined; }; /** * Returns the glTF mesh with the given name property. * * @param {String} name The glTF name of the mesh. * * @returns {ModelMesh} The mesh or undefined if no mesh with name exists. * * @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true. */ Model.prototype.getMesh = function(name) { return getRuntime(this, 'meshesByName', name); }; /** * Returns the glTF material with the given name property. * * @param {String} name The glTF name of the material. * @returns {ModelMaterial} The material or undefined if no material with name exists. * * @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true. */ Model.prototype.getMaterial = function(name) { return getRuntime(this, 'materialsByName', name); }; /** * Sets the current value of an articulation stage. After setting one or multiple stage values, call * Model.applyArticulations() to cause the node matrices to be recalculated. * * @param {String} articulationStageKey The name of the articulation, a space, and the name of the stage. * @param {Number} value The numeric value of this stage of the articulation. * * @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true. * * @see Model#applyArticulations */ Model.prototype.setArticulationStage = function(articulationStageKey, value) { //>>includeStart('debug', pragmas.debug); Check.typeOf.number('value', value); //>>includeEnd('debug'); var stage = getRuntime(this, 'stagesByKey', articulationStageKey); var articulation = getRuntime(this, 'articulationsByStageKey', articulationStageKey); if (defined(stage) && defined(articulation)) { value = CesiumMath.clamp(value, stage.minimumValue, stage.maximumValue); if (!CesiumMath.equalsEpsilon(stage.currentValue, value, articulationEpsilon)) { stage.currentValue = value; articulation.isDirty = true; } } }; var scratchArticulationCartesian = new Cartesian3(); var scratchArticulationRotation = new Matrix3(); /** * Modifies a Matrix4 by applying a transformation for a given value of a stage. Note this is different usage * from the typical result parameter, in that the incoming value of result is * meaningful. Various stages of an articulation can be multiplied together, so their * transformations are all merged into a composite Matrix4 representing them all. * * @param {object} stage The stage of an articulation that is being evaluated. * @param {Matrix4} result The matrix to be modified. * @returns {Matrix4} A matrix transformed as requested by the articulation stage. * * @private */ function applyArticulationStageMatrix(stage, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('stage', stage); Check.typeOf.object('result', result); //>>includeEnd('debug'); var value = stage.currentValue; var cartesian = scratchArticulationCartesian; var rotation; switch (stage.type) { case 'xRotate': rotation = Matrix3.fromRotationX(CesiumMath.toRadians(value), scratchArticulationRotation); Matrix4.multiplyByMatrix3(result, rotation, result); break; case 'yRotate': rotation = Matrix3.fromRotationY(CesiumMath.toRadians(value), scratchArticulationRotation); Matrix4.multiplyByMatrix3(result, rotation, result); break; case 'zRotate': rotation = Matrix3.fromRotationZ(CesiumMath.toRadians(value), scratchArticulationRotation); Matrix4.multiplyByMatrix3(result, rotation, result); break; case 'xTranslate': cartesian.x = value; cartesian.y = 0.0; cartesian.z = 0.0; Matrix4.multiplyByTranslation(result, cartesian, result); break; case 'yTranslate': cartesian.x = 0.0; cartesian.y = value; cartesian.z = 0.0; Matrix4.multiplyByTranslation(result, cartesian, result); break; case 'zTranslate': cartesian.x = 0.0; cartesian.y = 0.0; cartesian.z = value; Matrix4.multiplyByTranslation(result, cartesian, result); break; case 'xScale': cartesian.x = value; cartesian.y = 1.0; cartesian.z = 1.0; Matrix4.multiplyByScale(result, cartesian, result); break; case 'yScale': cartesian.x = 1.0; cartesian.y = value; cartesian.z = 1.0; Matrix4.multiplyByScale(result, cartesian, result); break; case 'zScale': cartesian.x = 1.0; cartesian.y = 1.0; cartesian.z = value; Matrix4.multiplyByScale(result, cartesian, result); break; case 'uniformScale': Matrix4.multiplyByUniformScale(result, value, result); break; default: break; } return result; } var scratchApplyArticulationTransform = new Matrix4(); /** * Applies any modified articulation stages to the matrix of each node that participates * in any articulation. Note that this will overwrite any nodeTransformations on participating nodes. * * @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true. */ Model.prototype.applyArticulations = function() { var articulationsByName = this._runtime.articulationsByName; for (var articulationName in articulationsByName) { if (articulationsByName.hasOwnProperty(articulationName)) { var articulation = articulationsByName[articulationName]; if (articulation.isDirty) { articulation.isDirty = false; var numNodes = articulation.nodes.length; for (var n = 0; n < numNodes; ++n) { var node = articulation.nodes[n]; var transform = Matrix4.clone(node.originalMatrix, scratchApplyArticulationTransform); var numStages = articulation.stages.length; for (var s = 0; s < numStages; ++s) { var stage = articulation.stages[s]; transform = applyArticulationStageMatrix(stage, transform); } node.matrix = transform; } } } } }; /////////////////////////////////////////////////////////////////////////// function addBuffersToLoadResources(model) { var gltf = model.gltf; var loadResources = model._loadResources; ForEach.buffer(gltf, function(buffer, id) { loadResources.buffers[id] = buffer.extras._pipeline.source; }); } function bufferLoad(model, id) { return function(arrayBuffer) { var loadResources = model._loadResources; var buffer = new Uint8Array(arrayBuffer); --loadResources.pendingBufferLoads; model.gltf.buffers[id].extras._pipeline.source = buffer; }; } function parseBufferViews(model) { var bufferViews = model.gltf.bufferViews; var vertexBuffersToCreate = model._loadResources.vertexBuffersToCreate; // Only ARRAY_BUFFER here. ELEMENT_ARRAY_BUFFER created below. ForEach.bufferView(model.gltf, function(bufferView, id) { if (bufferView.target === WebGLConstants.ARRAY_BUFFER) { vertexBuffersToCreate.enqueue(id); } }); var indexBuffersToCreate = model._loadResources.indexBuffersToCreate; var indexBufferIds = {}; // The Cesium Renderer requires knowing the datatype for an index buffer // at creation type, which is not part of the glTF bufferview so loop // through glTF accessors to create the bufferview's index buffer. ForEach.accessor(model.gltf, function(accessor) { var bufferViewId = accessor.bufferView; if (!defined(bufferViewId)) { return; } var bufferView = bufferViews[bufferViewId]; if ((bufferView.target === WebGLConstants.ELEMENT_ARRAY_BUFFER) && !defined(indexBufferIds[bufferViewId])) { indexBufferIds[bufferViewId] = true; indexBuffersToCreate.enqueue({ id : bufferViewId, componentType : accessor.componentType }); } }); } function parseTechniques(model) { // retain references to gltf techniques var gltf = model.gltf; if (!hasExtension(gltf, 'KHR_techniques_webgl')) { return; } var sourcePrograms = model._sourcePrograms; var sourceTechniques = model._sourceTechniques; var programs = gltf.extensions.KHR_techniques_webgl.programs; ForEach.technique(gltf, function(technique, techniqueId) { sourceTechniques[techniqueId] = clone(technique); var programId = technique.program; if (!defined(sourcePrograms[programId])) { sourcePrograms[programId] = clone(programs[programId]); } }); } function shaderLoad(model, type, id) { return function(source) { var loadResources = model._loadResources; loadResources.shaders[id] = { source : source, type : type, bufferView : undefined }; --loadResources.pendingShaderLoads; model._rendererResources.sourceShaders[id] = source; }; } function parseShaders(model) { var gltf = model.gltf; var buffers = gltf.buffers; var bufferViews = gltf.bufferViews; var sourceShaders = model._rendererResources.sourceShaders; ForEach.shader(gltf, function(shader, id) { // Shader references either uri (external or base64-encoded) or bufferView if (defined(shader.bufferView)) { var bufferViewId = shader.bufferView; var bufferView = bufferViews[bufferViewId]; var bufferId = bufferView.buffer; var buffer = buffers[bufferId]; var source = getStringFromTypedArray(buffer.extras._pipeline.source, bufferView.byteOffset, bufferView.byteLength); sourceShaders[id] = source; } else if (defined(shader.extras._pipeline.source)) { sourceShaders[id] = shader.extras._pipeline.source; } else { ++model._loadResources.pendingShaderLoads; var shaderResource = model._resource.getDerivedResource({ url: shader.uri }); shaderResource.fetchText() .then(shaderLoad(model, shader.type, id)) .otherwise(ModelUtility.getFailedLoadFunction(model, 'shader', shaderResource.url)); } }); } function parsePrograms(model) { var sourceTechniques = model._sourceTechniques; for (var techniqueId in sourceTechniques) { if (sourceTechniques.hasOwnProperty(techniqueId)) { var technique = sourceTechniques[techniqueId]; model._loadResources.programsToCreate.enqueue({ programId: technique.program, techniqueId: techniqueId }); } } } function parseArticulations(model) { var articulationsByName = {}; var articulationsByStageKey = {}; var runtimeStagesByKey = {}; model._runtime.articulationsByName = articulationsByName; model._runtime.articulationsByStageKey = articulationsByStageKey; model._runtime.stagesByKey = runtimeStagesByKey; var gltf = model.gltf; if (!hasExtension(gltf, 'AGI_articulations') || !defined(gltf.extensions) || !defined(gltf.extensions.AGI_articulations)) { return; } var gltfArticulations = gltf.extensions.AGI_articulations.articulations; if (!defined(gltfArticulations)) { return; } var numArticulations = gltfArticulations.length; for (var i = 0; i < numArticulations; ++i) { var articulation = clone(gltfArticulations[i]); articulation.nodes = []; articulation.isDirty = true; articulationsByName[articulation.name] = articulation; var numStages = articulation.stages.length; for (var s = 0; s < numStages; ++s) { var stage = articulation.stages[s]; stage.currentValue = stage.initialValue; var stageKey = articulation.name + ' ' + stage.name; articulationsByStageKey[stageKey] = articulation; runtimeStagesByKey[stageKey] = stage; } } } function imageLoad(model, textureId) { return function(image) { var loadResources = model._loadResources; --loadResources.pendingTextureLoads; loadResources.texturesToCreate.enqueue({ id : textureId, image : image, bufferView : image.bufferView, width : image.width, height : image.height, internalFormat : image.internalFormat }); }; } var ktxRegex = /(^data:image\/ktx)|(\.ktx$)/i; var crnRegex = /(^data:image\/crn)|(\.crn$)/i; function parseTextures(model, context, supportsWebP) { var gltf = model.gltf; var images = gltf.images; var uri; ForEach.texture(gltf, function(texture, id) { var imageId = texture.source; if (defined(texture.extensions) && defined(texture.extensions.EXT_texture_webp) && supportsWebP) { imageId = texture.extensions.EXT_texture_webp.source; } var gltfImage = images[imageId]; var extras = gltfImage.extras; var bufferViewId = gltfImage.bufferView; var mimeType = gltfImage.mimeType; uri = gltfImage.uri; // First check for a compressed texture if (defined(extras) && defined(extras.compressedImage3DTiles)) { var crunch = extras.compressedImage3DTiles.crunch; var s3tc = extras.compressedImage3DTiles.s3tc; var pvrtc = extras.compressedImage3DTiles.pvrtc1; var etc1 = extras.compressedImage3DTiles.etc1; if (context.s3tc && defined(crunch)) { mimeType = crunch.mimeType; if (defined(crunch.bufferView)) { bufferViewId = crunch.bufferView; } else { uri = crunch.uri; } } else if (context.s3tc && defined(s3tc)) { mimeType = s3tc.mimeType; if (defined(s3tc.bufferView)) { bufferViewId = s3tc.bufferView; } else { uri = s3tc.uri; } } else if (context.pvrtc && defined(pvrtc)) { mimeType = pvrtc.mimeType; if (defined(pvrtc.bufferView)) { bufferViewId = pvrtc.bufferView; } else { uri = pvrtc.uri; } } else if (context.etc1 && defined(etc1)) { mimeType = etc1.mimeType; if (defined(etc1.bufferView)) { bufferViewId = etc1.bufferView; } else { uri = etc1.uri; } } } // Image references either uri (external or base64-encoded) or bufferView if (defined(bufferViewId)) { model._loadResources.texturesToCreateFromBufferView.enqueue({ id : id, image : undefined, bufferView : bufferViewId, mimeType : mimeType }); } else { ++model._loadResources.pendingTextureLoads; var imageResource = model._resource.getDerivedResource({ url : uri }); var promise; if (ktxRegex.test(uri)) { promise = loadKTX(imageResource); } else if (crnRegex.test(uri)) { promise = loadCRN(imageResource); } else { promise = imageResource.fetchImage(); } promise.then(imageLoad(model, id, imageId)).otherwise(ModelUtility.getFailedLoadFunction(model, 'image', imageResource.url)); } }); } var scratchArticulationStageInitialTransform = new Matrix4(); function parseNodes(model) { var runtimeNodes = {}; var runtimeNodesByName = {}; var skinnedNodes = []; var skinnedNodesIds = model._loadResources.skinnedNodesIds; var articulationsByName = model._runtime.articulationsByName; ForEach.node(model.gltf, function(node, id) { var runtimeNode = { // Animation targets matrix : undefined, translation : undefined, rotation : undefined, scale : undefined, // Per-node show inherited from parent computedShow : true, // Computed transforms transformToRoot : new Matrix4(), computedMatrix : new Matrix4(), dirtyNumber : 0, // The frame this node was made dirty by an animation; for graph traversal // Rendering commands : [], // empty for transform, light, and camera nodes // Skinned node inverseBindMatrices : undefined, // undefined when node is not skinned bindShapeMatrix : undefined, // undefined when node is not skinned or identity joints : [], // empty when node is not skinned computedJointMatrices : [], // empty when node is not skinned // Joint node jointName : node.jointName, // undefined when node is not a joint weights : [], // Graph pointers children : [], // empty for leaf nodes parents : [], // empty for root nodes // Publicly-accessible ModelNode instance to modify animation targets publicNode : undefined }; runtimeNode.publicNode = new ModelNode(model, node, runtimeNode, id, ModelUtility.getTransform(node)); runtimeNodes[id] = runtimeNode; runtimeNodesByName[node.name] = runtimeNode; if (defined(node.skin)) { skinnedNodesIds.push(id); skinnedNodes.push(runtimeNode); } if (defined(node.extensions) && defined(node.extensions.AGI_articulations)) { var articulationName = node.extensions.AGI_articulations.articulationName; if (defined(articulationName)) { var transform = Matrix4.clone(runtimeNode.publicNode.originalMatrix, scratchArticulationStageInitialTransform); var articulation = articulationsByName[articulationName]; articulation.nodes.push(runtimeNode.publicNode); var numStages = articulation.stages.length; for (var s = 0; s < numStages; ++s) { var stage = articulation.stages[s]; transform = applyArticulationStageMatrix(stage, transform); } runtimeNode.publicNode.matrix = transform; } } }); model._runtime.nodes = runtimeNodes; model._runtime.nodesByName = runtimeNodesByName; model._runtime.skinnedNodes = skinnedNodes; } function parseMaterials(model) { var gltf = model.gltf; var techniques = model._sourceTechniques; var runtimeMaterialsByName = {}; var runtimeMaterialsById = {}; var uniformMaps = model._uniformMaps; ForEach.material(gltf, function(material, materialId) { // Allocated now so ModelMaterial can keep a reference to it. uniformMaps[materialId] = { uniformMap : undefined, values : undefined, jointMatrixUniformName : undefined, morphWeightsUniformName : undefined }; var modelMaterial = new ModelMaterial(model, material, materialId); if (defined(material.extensions) && defined(material.extensions.KHR_techniques_webgl)) { var techniqueId = material.extensions.KHR_techniques_webgl.technique; modelMaterial._technique = techniqueId; modelMaterial._program = techniques[techniqueId].program; ForEach.materialValue(material, function(value, uniformName) { if (!defined(modelMaterial._values)) { modelMaterial._values = {}; } modelMaterial._values[uniformName] = clone(value); }); } runtimeMaterialsByName[material.name] = modelMaterial; runtimeMaterialsById[materialId] = modelMaterial; }); model._runtime.materialsByName = runtimeMaterialsByName; model._runtime.materialsById = runtimeMaterialsById; } function parseMeshes(model) { var runtimeMeshesByName = {}; var runtimeMaterialsById = model._runtime.materialsById; ForEach.mesh(model.gltf, function(mesh, meshId) { runtimeMeshesByName[mesh.name] = new ModelMesh(mesh, runtimeMaterialsById, meshId); if (defined(model.extensionsUsed.WEB3D_quantized_attributes) || model._dequantizeInShader) { // Cache primitives according to their program ForEach.meshPrimitive(mesh, function(primitive, primitiveId) { var programId = getProgramForPrimitive(model, primitive); var programPrimitives = model._programPrimitives[programId]; if (!defined(programPrimitives)) { programPrimitives = {}; model._programPrimitives[programId] = programPrimitives; } programPrimitives[meshId + '.primitive.' + primitiveId] = primitive; }); } }); model._runtime.meshesByName = runtimeMeshesByName; } /////////////////////////////////////////////////////////////////////////// var CreateVertexBufferJob = function() { this.id = undefined; this.model = undefined; this.context = undefined; }; CreateVertexBufferJob.prototype.set = function(id, model, context) { this.id = id; this.model = model; this.context = context; }; CreateVertexBufferJob.prototype.execute = function() { createVertexBuffer(this.id, this.model, this.context); }; /////////////////////////////////////////////////////////////////////////// function createVertexBuffer(bufferViewId, model, context) { var loadResources = model._loadResources; var bufferViews = model.gltf.bufferViews; var bufferView = bufferViews[bufferViewId]; // Use bufferView created at runtime if (!defined(bufferView)) { bufferView = loadResources.createdBufferViews[bufferViewId]; } var vertexBuffer = Buffer.createVertexBuffer({ context : context, typedArray : loadResources.getBuffer(bufferView), usage : BufferUsage.STATIC_DRAW }); vertexBuffer.vertexArrayDestroyable = false; model._rendererResources.buffers[bufferViewId] = vertexBuffer; model._geometryByteLength += vertexBuffer.sizeInBytes; } /////////////////////////////////////////////////////////////////////////// var CreateIndexBufferJob = function() { this.id = undefined; this.componentType = undefined; this.model = undefined; this.context = undefined; }; CreateIndexBufferJob.prototype.set = function(id, componentType, model, context) { this.id = id; this.componentType = componentType; this.model = model; this.context = context; }; CreateIndexBufferJob.prototype.execute = function() { createIndexBuffer(this.id, this.componentType, this.model, this.context); }; /////////////////////////////////////////////////////////////////////////// function createIndexBuffer(bufferViewId, componentType, model, context) { var loadResources = model._loadResources; var bufferViews = model.gltf.bufferViews; var bufferView = bufferViews[bufferViewId]; // Use bufferView created at runtime if (!defined(bufferView)) { bufferView = loadResources.createdBufferViews[bufferViewId]; } var indexBuffer = Buffer.createIndexBuffer({ context : context, typedArray : loadResources.getBuffer(bufferView), usage : BufferUsage.STATIC_DRAW, indexDatatype : componentType }); indexBuffer.vertexArrayDestroyable = false; model._rendererResources.buffers[bufferViewId] = indexBuffer; model._geometryByteLength += indexBuffer.sizeInBytes; } var scratchVertexBufferJob = new CreateVertexBufferJob(); var scratchIndexBufferJob = new CreateIndexBufferJob(); function createBuffers(model, frameState) { var loadResources = model._loadResources; if (loadResources.pendingBufferLoads !== 0) { return; } var context = frameState.context; var vertexBuffersToCreate = loadResources.vertexBuffersToCreate; var indexBuffersToCreate = loadResources.indexBuffersToCreate; var i; if (model.asynchronous) { while (vertexBuffersToCreate.length > 0) { scratchVertexBufferJob.set(vertexBuffersToCreate.peek(), model, context); if (!frameState.jobScheduler.execute(scratchVertexBufferJob, JobType.BUFFER)) { break; } vertexBuffersToCreate.dequeue(); } while (indexBuffersToCreate.length > 0) { i = indexBuffersToCreate.peek(); scratchIndexBufferJob.set(i.id, i.componentType, model, context); if (!frameState.jobScheduler.execute(scratchIndexBufferJob, JobType.BUFFER)) { break; } indexBuffersToCreate.dequeue(); } } else { while (vertexBuffersToCreate.length > 0) { createVertexBuffer(vertexBuffersToCreate.dequeue(), model, context); } while (indexBuffersToCreate.length > 0) { i = indexBuffersToCreate.dequeue(); createIndexBuffer(i.id, i.componentType, model, context); } } } function getProgramForPrimitive(model, primitive) { var material = model._runtime.materialsById[primitive.material]; if (!defined(material)) { return; } return material._program; } function modifyShaderForQuantizedAttributes(shader, programName, model) { var primitive; var primitives = model._programPrimitives[programName]; // If no primitives were cached for this program, there's no need to modify the shader if (!defined(primitives)) { return shader; } var primitiveId; for (primitiveId in primitives) { if (primitives.hasOwnProperty(primitiveId)) { primitive = primitives[primitiveId]; if (getProgramForPrimitive(model, primitive) === programName) { break; } } } // This is not needed after the program is processed, free the memory model._programPrimitives[programName] = undefined; var result; if (model.extensionsUsed.WEB3D_quantized_attributes) { result = ModelUtility.modifyShaderForQuantizedAttributes(model.gltf, primitive, shader); model._quantizedUniforms[programName] = result.uniforms; } else { var decodedData = model._decodedData[primitiveId]; if (defined(decodedData)) { result = ModelUtility.modifyShaderForDracoQuantizedAttributes(model.gltf, primitive, shader, decodedData.attributes); } else { return shader; } } return result.shader; } function modifyShaderForColor(shader) { shader = ShaderSource.replaceMain(shader, 'gltf_blend_main'); shader += 'uniform vec4 gltf_color; \n' + 'uniform float gltf_colorBlend; \n' + 'void main() \n' + '{ \n' + ' gltf_blend_main(); \n' + ' gl_FragColor.rgb = mix(gl_FragColor.rgb, gltf_color.rgb, gltf_colorBlend); \n' + ' float highlight = ceil(gltf_colorBlend); \n' + ' gl_FragColor.rgb *= mix(gltf_color.rgb, vec3(1.0), highlight); \n' + ' gl_FragColor.a *= gltf_color.a; \n' + '} \n'; return shader; } function modifyShader(shader, programName, callback) { if (defined(callback)) { shader = callback(shader, programName); } return shader; } var CreateProgramJob = function() { this.programToCreate = undefined; this.model = undefined; this.context = undefined; }; CreateProgramJob.prototype.set = function(programToCreate, model, context) { this.programToCreate = programToCreate; this.model = model; this.context = context; }; CreateProgramJob.prototype.execute = function() { createProgram(this.programToCreate, this.model, this.context); }; /////////////////////////////////////////////////////////////////////////// // When building programs for the first time, do not include modifiers for clipping planes and color // since this is the version of the program that will be cached for use with other Models. function createProgram(programToCreate, model, context) { var programId = programToCreate.programId; var techniqueId = programToCreate.techniqueId; var program = model._sourcePrograms[programId]; var shaders = model._rendererResources.sourceShaders; var vs = shaders[program.vertexShader]; var fs = shaders[program.fragmentShader]; var quantizedVertexShaders = model._quantizedVertexShaders; var toClipCoordinatesGLSL = model._toClipCoordinatesGLSL[programId]; if (model.extensionsUsed.WEB3D_quantized_attributes || model._dequantizeInShader) { var quantizedVS = quantizedVertexShaders[programId]; if (!defined(quantizedVS)) { quantizedVS = modifyShaderForQuantizedAttributes(vs, programId, model); quantizedVertexShaders[programId] = quantizedVS; } vs = quantizedVS; } var drawVS = modifyShader(vs, programId, model._vertexShaderLoaded); var drawFS = modifyShader(fs, programId, model._fragmentShaderLoaded); // Internet Explorer seems to have problems with discard (for clipping planes) after too many levels of indirection: // https://github.com/AnalyticalGraphicsInc/cesium/issues/6575. // For IE log depth code is defined out anyway due to unsupported WebGL extensions, so the wrappers can be omitted. if (!FeatureDetection.isInternetExplorer()) { drawVS = ModelUtility.modifyVertexShaderForLogDepth(drawVS, toClipCoordinatesGLSL); drawFS = ModelUtility.modifyFragmentShaderForLogDepth(drawFS); } if (!defined(model._uniformMapLoaded)) { drawFS = 'uniform vec4 czm_pickColor;\n' + drawFS; } var useIBL = model._imageBasedLightingFactor.x > 0.0 || model._imageBasedLightingFactor.y > 0.0; if (useIBL) { drawFS = '#define USE_IBL_LIGHTING \n\n' + drawFS; } if (defined(model._lightColor)) { drawFS = '#define USE_CUSTOM_LIGHT_COLOR \n\n' + drawFS; } if (model._sourceVersion !== '2.0' || model._sourceKHRTechniquesWebGL) { drawFS = ShaderSource.replaceMain(drawFS, 'non_gamma_corrected_main'); drawFS = drawFS + '\n' + 'void main() { \n' + ' non_gamma_corrected_main(); \n' + ' gl_FragColor = czm_gammaCorrect(gl_FragColor); \n' + '} \n'; } if (OctahedralProjectedCubeMap.isSupported(context)) { var usesSH = defined(model._sphericalHarmonicCoefficients) || model._useDefaultSphericalHarmonics; var usesSM = (defined(model._specularEnvironmentMapAtlas) && model._specularEnvironmentMapAtlas.ready) || model._useDefaultSpecularMaps; var addMatrix = usesSH || usesSM || useIBL; if (addMatrix) { drawFS = 'uniform mat4 gltf_clippingPlanesMatrix; \n' + drawFS; } if (defined(model._sphericalHarmonicCoefficients)) { drawFS = '#define DIFFUSE_IBL \n' + '#define CUSTOM_SPHERICAL_HARMONICS \n' + 'uniform vec3 gltf_sphericalHarmonicCoefficients[9]; \n' + drawFS; } else if (model._useDefaultSphericalHarmonics) { drawFS = '#define DIFFUSE_IBL \n' + drawFS; } if (defined(model._specularEnvironmentMapAtlas) && model._specularEnvironmentMapAtlas.ready) { drawFS = '#define SPECULAR_IBL \n' + '#define CUSTOM_SPECULAR_IBL \n' + 'uniform sampler2D gltf_specularMap; \n' + 'uniform vec2 gltf_specularMapSize; \n' + 'uniform float gltf_maxSpecularLOD; \n' + drawFS; } else if (model._useDefaultSpecularMaps) { drawFS = '#define SPECULAR_IBL \n' + drawFS; } } if (defined(model._luminanceAtZenith)) { drawFS = '#define USE_SUN_LUMINANCE \n' + 'uniform float gltf_luminanceAtZenith;\n' + drawFS; } createAttributesAndProgram(programId, techniqueId, drawFS, drawVS, model, context); } function recreateProgram(programToCreate, model, context) { var programId = programToCreate.programId; var techniqueId = programToCreate.techniqueId; var program = model._sourcePrograms[programId]; var shaders = model._rendererResources.sourceShaders; var quantizedVertexShaders = model._quantizedVertexShaders; var toClipCoordinatesGLSL = model._toClipCoordinatesGLSL[programId]; var clippingPlaneCollection = model.clippingPlanes; var addClippingPlaneCode = isClippingEnabled(model); var vs = shaders[program.vertexShader]; var fs = shaders[program.fragmentShader]; if (model.extensionsUsed.WEB3D_quantized_attributes || model._dequantizeInShader) { vs = quantizedVertexShaders[programId]; } var finalFS = fs; if (isColorShadingEnabled(model)) { finalFS = Model._modifyShaderForColor(finalFS); } if (addClippingPlaneCode) { finalFS = modifyShaderForClippingPlanes(finalFS, clippingPlaneCollection, context); } var drawVS = modifyShader(vs, programId, model._vertexShaderLoaded); var drawFS = modifyShader(finalFS, programId, model._fragmentShaderLoaded); if (!FeatureDetection.isInternetExplorer()) { drawVS = ModelUtility.modifyVertexShaderForLogDepth(drawVS, toClipCoordinatesGLSL); drawFS = ModelUtility.modifyFragmentShaderForLogDepth(drawFS); } if (!defined(model._uniformMapLoaded)) { drawFS = 'uniform vec4 czm_pickColor;\n' + drawFS; } var useIBL = model._imageBasedLightingFactor.x > 0.0 || model._imageBasedLightingFactor.y > 0.0; if (useIBL) { drawFS = '#define USE_IBL_LIGHTING \n\n' + drawFS; } if (defined(model._lightColor)) { drawFS = '#define USE_CUSTOM_LIGHT_COLOR \n\n' + drawFS; } if (model._sourceVersion !== '2.0' || model._sourceKHRTechniquesWebGL) { drawFS = ShaderSource.replaceMain(drawFS, 'non_gamma_corrected_main'); drawFS = drawFS + '\n' + 'void main() { \n' + ' non_gamma_corrected_main(); \n' + ' gl_FragColor = czm_gammaCorrect(gl_FragColor); \n' + '} \n'; } if (OctahedralProjectedCubeMap.isSupported(context)) { var usesSH = defined(model._sphericalHarmonicCoefficients) || model._useDefaultSphericalHarmonics; var usesSM = (defined(model._specularEnvironmentMapAtlas) && model._specularEnvironmentMapAtlas.ready) || model._useDefaultSpecularMaps; var addMatrix = !addClippingPlaneCode && (usesSH || usesSM || useIBL); if (addMatrix) { drawFS = 'uniform mat4 gltf_clippingPlanesMatrix; \n' + drawFS; } if (defined(model._sphericalHarmonicCoefficients)) { drawFS = '#define DIFFUSE_IBL \n' + '#define CUSTOM_SPHERICAL_HARMONICS \n' + 'uniform vec3 gltf_sphericalHarmonicCoefficients[9]; \n' + drawFS; } else if (model._useDefaultSphericalHarmonics) { drawFS = '#define DIFFUSE_IBL \n' + drawFS; } if (defined(model._specularEnvironmentMapAtlas) && model._specularEnvironmentMapAtlas.ready) { drawFS = '#define SPECULAR_IBL \n' + '#define CUSTOM_SPECULAR_IBL \n' + 'uniform sampler2D gltf_specularMap; \n' + 'uniform vec2 gltf_specularMapSize; \n' + 'uniform float gltf_maxSpecularLOD; \n' + drawFS; } else if (model._useDefaultSpecularMaps) { drawFS = '#define SPECULAR_IBL \n' + drawFS; } } if (defined(model._luminanceAtZenith)) { drawFS = '#define USE_SUN_LUMINANCE \n' + 'uniform float gltf_luminanceAtZenith;\n' + drawFS; } createAttributesAndProgram(programId, techniqueId, drawFS, drawVS, model, context); } function createAttributesAndProgram(programId, techniqueId, drawFS, drawVS, model, context) { var technique = model._sourceTechniques[techniqueId]; var attributeLocations = ModelUtility.createAttributeLocations(technique, model._precreatedAttributes); model._rendererResources.programs[programId] = ShaderProgram.fromCache({ context : context, vertexShaderSource : drawVS, fragmentShaderSource : drawFS, attributeLocations : attributeLocations }); } var scratchCreateProgramJob = new CreateProgramJob(); function createPrograms(model, frameState) { var loadResources = model._loadResources; var programsToCreate = loadResources.programsToCreate; if (loadResources.pendingShaderLoads !== 0) { return; } // PERFORMANCE_IDEA: this could be more fine-grained by looking // at the shader's bufferView's to determine the buffer dependencies. if (loadResources.pendingBufferLoads !== 0) { return; } var context = frameState.context; if (model.asynchronous) { while (programsToCreate.length > 0) { scratchCreateProgramJob.set(programsToCreate.peek(), model, context); if (!frameState.jobScheduler.execute(scratchCreateProgramJob, JobType.PROGRAM)) { break; } programsToCreate.dequeue(); } } else { // Create all loaded programs this frame while (programsToCreate.length > 0) { createProgram(programsToCreate.dequeue(), model, context); } } } function getOnImageCreatedFromTypedArray(loadResources, gltfTexture) { return function(image) { loadResources.texturesToCreate.enqueue({ id : gltfTexture.id, image : image, bufferView : undefined }); --loadResources.pendingBufferViewToImage; }; } function loadTexturesFromBufferViews(model) { var loadResources = model._loadResources; if (loadResources.pendingBufferLoads !== 0) { return; } while (loadResources.texturesToCreateFromBufferView.length > 0) { var gltfTexture = loadResources.texturesToCreateFromBufferView.dequeue(); var gltf = model.gltf; var bufferView = gltf.bufferViews[gltfTexture.bufferView]; var imageId = gltf.textures[gltfTexture.id].source; var onerror = ModelUtility.getFailedLoadFunction(model, 'image', 'id: ' + gltfTexture.id + ', bufferView: ' + gltfTexture.bufferView); if (gltfTexture.mimeType === 'image/ktx') { loadKTX(loadResources.getBuffer(bufferView)).then(imageLoad(model, gltfTexture.id, imageId)).otherwise(onerror); ++model._loadResources.pendingTextureLoads; } else if (gltfTexture.mimeType === 'image/crn') { loadCRN(loadResources.getBuffer(bufferView)).then(imageLoad(model, gltfTexture.id, imageId)).otherwise(onerror); ++model._loadResources.pendingTextureLoads; } else { var onload = getOnImageCreatedFromTypedArray(loadResources, gltfTexture); loadImageFromTypedArray({ uint8Array: loadResources.getBuffer(bufferView), format: gltfTexture.mimeType, flipY: false }) .then(onload).otherwise(onerror); ++loadResources.pendingBufferViewToImage; } } } function createSamplers(model) { var loadResources = model._loadResources; if (loadResources.createSamplers) { loadResources.createSamplers = false; var rendererSamplers = model._rendererResources.samplers; ForEach.sampler(model.gltf, function(sampler, samplerId) { rendererSamplers[samplerId] = new Sampler({ wrapS: sampler.wrapS, wrapT: sampler.wrapT, minificationFilter: sampler.minFilter, magnificationFilter: sampler.magFilter }); }); } } /////////////////////////////////////////////////////////////////////////// var CreateTextureJob = function() { this.gltfTexture = undefined; this.model = undefined; this.context = undefined; }; CreateTextureJob.prototype.set = function(gltfTexture, model, context) { this.gltfTexture = gltfTexture; this.model = model; this.context = context; }; CreateTextureJob.prototype.execute = function() { createTexture(this.gltfTexture, this.model, this.context); }; /////////////////////////////////////////////////////////////////////////// function createTexture(gltfTexture, model, context) { var textures = model.gltf.textures; var texture = textures[gltfTexture.id]; var rendererSamplers = model._rendererResources.samplers; var sampler = rendererSamplers[texture.sampler]; if (!defined(sampler)) { sampler = new Sampler({ wrapS : TextureWrap.REPEAT, wrapT : TextureWrap.REPEAT }); } var usesTextureTransform = false; var materials = model.gltf.materials; var materialsLength = materials.length; for (var i = 0; i < materialsLength; ++i) { var material = materials[i]; if (defined(material.extensions) && defined(material.extensions.KHR_techniques_webgl)) { var values = material.extensions.KHR_techniques_webgl.values; for (var valueName in values) { if (values.hasOwnProperty(valueName) && valueName.indexOf('Texture') !== -1) { var value = values[valueName]; if (value.index === gltfTexture.id && defined(value.extensions) && defined(value.extensions.KHR_texture_transform)) { usesTextureTransform = true; break; } } } } if (usesTextureTransform) { break; } } var wrapS = sampler.wrapS; var wrapT = sampler.wrapT; var minFilter = sampler.minificationFilter; if (usesTextureTransform && minFilter !== TextureMinificationFilter.LINEAR && minFilter !== TextureMinificationFilter.NEAREST) { if (minFilter === TextureMinificationFilter.NEAREST_MIPMAP_NEAREST || minFilter === TextureMinificationFilter.NEAREST_MIPMAP_LINEAR) { minFilter = TextureMinificationFilter.NEAREST; } else { minFilter = TextureMinificationFilter.LINEAR; } sampler = new Sampler({ wrapS : sampler.wrapS, wrapT : sampler.wrapT, textureMinificationFilter : minFilter, textureMagnificationFilter : sampler.magnificationFilter }); } var internalFormat = gltfTexture.internalFormat; var mipmap = (!(defined(internalFormat) && PixelFormat.isCompressedFormat(internalFormat))) && ((minFilter === TextureMinificationFilter.NEAREST_MIPMAP_NEAREST) || (minFilter === TextureMinificationFilter.NEAREST_MIPMAP_LINEAR) || (minFilter === TextureMinificationFilter.LINEAR_MIPMAP_NEAREST) || (minFilter === TextureMinificationFilter.LINEAR_MIPMAP_LINEAR)); var requiresNpot = mipmap || (wrapS === TextureWrap.REPEAT) || (wrapS === TextureWrap.MIRRORED_REPEAT) || (wrapT === TextureWrap.REPEAT) || (wrapT === TextureWrap.MIRRORED_REPEAT); var tx; var source = gltfTexture.image; if (defined(internalFormat)) { tx = new Texture({ context : context, source : { arrayBufferView : gltfTexture.bufferView }, width : gltfTexture.width, height : gltfTexture.height, pixelFormat : internalFormat, sampler : sampler }); } else if (defined(source)) { var npot = !CesiumMath.isPowerOfTwo(source.width) || !CesiumMath.isPowerOfTwo(source.height); if (requiresNpot && npot) { // WebGL requires power-of-two texture dimensions for mipmapping and REPEAT/MIRRORED_REPEAT wrap modes. var canvas = document.createElement('canvas'); canvas.width = CesiumMath.nextPowerOfTwo(source.width); canvas.height = CesiumMath.nextPowerOfTwo(source.height); var canvasContext = canvas.getContext('2d'); canvasContext.drawImage(source, 0, 0, source.width, source.height, 0, 0, canvas.width, canvas.height); source = canvas; } tx = new Texture({ context : context, source : source, pixelFormat : texture.internalFormat, pixelDatatype : texture.type, sampler : sampler, flipY : false }); // GLTF_SPEC: Support TEXTURE_CUBE_MAP. https://github.com/KhronosGroup/glTF/issues/40 if (mipmap) { tx.generateMipmap(); } } if (defined(tx)) { model._rendererResources.textures[gltfTexture.id] = tx; model._texturesByteLength += tx.sizeInBytes; } } var scratchCreateTextureJob = new CreateTextureJob(); function createTextures(model, frameState) { var context = frameState.context; var texturesToCreate = model._loadResources.texturesToCreate; if (model.asynchronous) { while (texturesToCreate.length > 0) { scratchCreateTextureJob.set(texturesToCreate.peek(), model, context); if (!frameState.jobScheduler.execute(scratchCreateTextureJob, JobType.TEXTURE)) { break; } texturesToCreate.dequeue(); } } else { // Create all loaded textures this frame while (texturesToCreate.length > 0) { createTexture(texturesToCreate.dequeue(), model, context); } } } function getAttributeLocations(model, primitive) { var techniques = model._sourceTechniques; // Retrieve the compiled shader program to assign index values to attributes var attributeLocations = {}; var location; var index; var material = model._runtime.materialsById[primitive.material]; if (!defined(material)) { return attributeLocations; } var technique = techniques[material._technique]; if (!defined(technique)) { return attributeLocations; } var attributes = technique.attributes; var program = model._rendererResources.programs[technique.program]; var programVertexAttributes = program.vertexAttributes; var programAttributeLocations = program._attributeLocations; // Note: WebGL shader compiler may have optimized and removed some attributes from programVertexAttributes for (location in programVertexAttributes) { if (programVertexAttributes.hasOwnProperty(location)) { var attribute = attributes[location]; if (defined(attribute)) { index = programAttributeLocations[location]; attributeLocations[attribute.semantic] = index; } } } // Always add pre-created attributes. // Some pre-created attributes, like per-instance pickIds, may be compiled out of the draw program // but should be included in the list of attribute locations for the pick program. // This is safe to do since programVertexAttributes and programAttributeLocations are equivalent except // that programVertexAttributes optimizes out unused attributes. var precreatedAttributes = model._precreatedAttributes; if (defined(precreatedAttributes)) { for (location in precreatedAttributes) { if (precreatedAttributes.hasOwnProperty(location)) { index = programAttributeLocations[location]; attributeLocations[location] = index; } } } return attributeLocations; } function mapJointNames(forest, nodes) { var length = forest.length; var jointNodes = {}; for (var i = 0; i < length; ++i) { var stack = [forest[i]]; // Push root node of tree while (stack.length > 0) { var id = stack.pop(); var n = nodes[id]; if (defined(n)) { jointNodes[id] = id; } var children = n.children; if (defined(children)) { var childrenLength = children.length; for (var k = 0; k < childrenLength; ++k) { stack.push(children[k]); } } } } return jointNodes; } function createJoints(model, runtimeSkins) { var gltf = model.gltf; var skins = gltf.skins; var nodes = gltf.nodes; var runtimeNodes = model._runtime.nodes; var skinnedNodesIds = model._loadResources.skinnedNodesIds; var length = skinnedNodesIds.length; for (var j = 0; j < length; ++j) { var id = skinnedNodesIds[j]; var skinnedNode = runtimeNodes[id]; var node = nodes[id]; var runtimeSkin = runtimeSkins[node.skin]; skinnedNode.inverseBindMatrices = runtimeSkin.inverseBindMatrices; skinnedNode.bindShapeMatrix = runtimeSkin.bindShapeMatrix; // 1. Find nodes with the names in node.skeletons (the node's skeletons) // 2. These nodes form the root nodes of the forest to search for each joint in skin.jointNames. This search uses jointName, not the node's name. // 3. Search for the joint name among the gltf node hierarchy instead of the runtime node hierarchy. Child links aren't set up yet for runtime nodes. var forest = []; var skin = skins[node.skin]; if (defined(skin.skeleton)) { forest.push(skin.skeleton); } var mappedJointNames = mapJointNames(forest, nodes); var gltfJointNames = skins[node.skin].joints; var jointNamesLength = gltfJointNames.length; for (var i = 0; i < jointNamesLength; ++i) { var jointName = gltfJointNames[i]; var nodeId = mappedJointNames[jointName]; var jointNode = runtimeNodes[nodeId]; skinnedNode.joints.push(jointNode); } } } function createSkins(model) { var loadResources = model._loadResources; if (loadResources.pendingBufferLoads !== 0) { return; } if (!loadResources.createSkins) { return; } loadResources.createSkins = false; var gltf = model.gltf; var accessors = gltf.accessors; var runtimeSkins = {}; ForEach.skin(gltf, function(skin, id) { var accessor = accessors[skin.inverseBindMatrices]; var bindShapeMatrix; if (!Matrix4.equals(skin.bindShapeMatrix, Matrix4.IDENTITY)) { bindShapeMatrix = Matrix4.clone(skin.bindShapeMatrix); } runtimeSkins[id] = { inverseBindMatrices : ModelAnimationCache.getSkinInverseBindMatrices(model, accessor), bindShapeMatrix : bindShapeMatrix // not used when undefined }; }); createJoints(model, runtimeSkins); } function getChannelEvaluator(model, runtimeNode, targetPath, spline) { return function(localAnimationTime) { // Workaround for https://github.com/KhronosGroup/glTF/issues/219 //if (targetPath === 'translation') { // return; //} if (defined(spline)) { localAnimationTime = model.clampAnimations ? spline.clampTime(localAnimationTime) : spline.wrapTime(localAnimationTime); runtimeNode[targetPath] = spline.evaluate(localAnimationTime, runtimeNode[targetPath]); runtimeNode.dirtyNumber = model._maxDirtyNumber; } }; } function createRuntimeAnimations(model) { var loadResources = model._loadResources; if (!loadResources.finishedPendingBufferLoads()) { return; } if (!loadResources.createRuntimeAnimations) { return; } loadResources.createRuntimeAnimations = false; model._runtime.animations = []; var runtimeNodes = model._runtime.nodes; var accessors = model.gltf.accessors; ForEach.animation(model.gltf, function (animation, i) { var channels = animation.channels; var samplers = animation.samplers; // Find start and stop time for the entire animation var startTime = Number.MAX_VALUE; var stopTime = -Number.MAX_VALUE; var channelsLength = channels.length; var channelEvaluators = new Array(channelsLength); for (var j = 0; j < channelsLength; ++j) { var channel = channels[j]; var target = channel.target; var path = target.path; var sampler = samplers[channel.sampler]; var input = ModelAnimationCache.getAnimationParameterValues(model, accessors[sampler.input]); var output = ModelAnimationCache.getAnimationParameterValues(model, accessors[sampler.output]); startTime = Math.min(startTime, input[0]); stopTime = Math.max(stopTime, input[input.length - 1]); var spline = ModelAnimationCache.getAnimationSpline(model, i, animation, channel.sampler, sampler, input, path, output); // GLTF_SPEC: Support more targets like materials. https://github.com/KhronosGroup/glTF/issues/142 channelEvaluators[j] = getChannelEvaluator(model, runtimeNodes[target.node], target.path, spline); } model._runtime.animations[i] = { name : animation.name, startTime : startTime, stopTime : stopTime, channelEvaluators : channelEvaluators }; }); } function createVertexArrays(model, context) { var loadResources = model._loadResources; if (!loadResources.finishedBuffersCreation() || !loadResources.finishedProgramCreation() || !loadResources.createVertexArrays) { return; } loadResources.createVertexArrays = false; var rendererBuffers = model._rendererResources.buffers; var rendererVertexArrays = model._rendererResources.vertexArrays; var gltf = model.gltf; var accessors = gltf.accessors; ForEach.mesh(gltf, function(mesh, meshId) { ForEach.meshPrimitive(mesh, function(primitive, primitiveId) { var attributes = []; var attributeLocation; var attributeLocations = getAttributeLocations(model, primitive); var decodedData = model._decodedData[meshId + '.primitive.' + primitiveId]; ForEach.meshPrimitiveAttribute(primitive, function(accessorId, attributeName) { // Skip if the attribute is not used by the material, e.g., because the asset // was exported with an attribute that wasn't used and the asset wasn't optimized. attributeLocation = attributeLocations[attributeName]; if (defined(attributeLocation)) { // Use attributes of previously decoded draco geometry if (defined(decodedData)) { var decodedAttributes = decodedData.attributes; if (decodedAttributes.hasOwnProperty(attributeName)) { var decodedAttribute = decodedAttributes[attributeName]; attributes.push({ index: attributeLocation, vertexBuffer: rendererBuffers[decodedAttribute.bufferView], componentsPerAttribute: decodedAttribute.componentsPerAttribute, componentDatatype: decodedAttribute.componentDatatype, normalize: decodedAttribute.normalized, offsetInBytes: decodedAttribute.byteOffset, strideInBytes: decodedAttribute.byteStride }); return; } } var a = accessors[accessorId]; var normalize = defined(a.normalized) && a.normalized; attributes.push({ index: attributeLocation, vertexBuffer: rendererBuffers[a.bufferView], componentsPerAttribute: numberOfComponentsForType(a.type), componentDatatype: a.componentType, normalize: normalize, offsetInBytes: a.byteOffset, strideInBytes: getAccessorByteStride(gltf, a) }); } }); // Add pre-created attributes var attribute; var attributeName; var precreatedAttributes = model._precreatedAttributes; if (defined(precreatedAttributes)) { for (attributeName in precreatedAttributes) { if (precreatedAttributes.hasOwnProperty(attributeName)) { attributeLocation = attributeLocations[attributeName]; if (defined(attributeLocation)) { attribute = precreatedAttributes[attributeName]; attribute.index = attributeLocation; attributes.push(attribute); } } } } var indexBuffer; if (defined(primitive.indices)) { var accessor = accessors[primitive.indices]; var bufferView = accessor.bufferView; // Use buffer of previously decoded draco geometry if (defined(decodedData)) { bufferView = decodedData.bufferView; } indexBuffer = rendererBuffers[bufferView]; } rendererVertexArrays[meshId + '.primitive.' + primitiveId] = new VertexArray({ context: context, attributes: attributes, indexBuffer: indexBuffer }); }); }); } function createRenderStates(model) { var loadResources = model._loadResources; if (loadResources.createRenderStates) { loadResources.createRenderStates = false; ForEach.material(model.gltf, function (material, materialId) { createRenderStateForMaterial(model, material, materialId); }); } } function createRenderStateForMaterial(model, material, materialId) { var rendererRenderStates = model._rendererResources.renderStates; var blendEquationSeparate = [ WebGLConstants.FUNC_ADD, WebGLConstants.FUNC_ADD ]; var blendFuncSeparate = [ WebGLConstants.ONE, WebGLConstants.ONE_MINUS_SRC_ALPHA, WebGLConstants.ONE, WebGLConstants.ONE_MINUS_SRC_ALPHA ]; if (defined(material.extensions) && defined(material.extensions.KHR_blend)) { blendEquationSeparate = material.extensions.KHR_blend.blendEquation; blendFuncSeparate = material.extensions.KHR_blend.blendFactors; } var enableCulling = !material.doubleSided; var blendingEnabled = (material.alphaMode === 'BLEND'); rendererRenderStates[materialId] = RenderState.fromCache({ cull : { enabled : enableCulling }, depthTest : { enabled : true }, depthMask : !blendingEnabled, blending : { enabled : blendingEnabled, equationRgb : blendEquationSeparate[0], equationAlpha : blendEquationSeparate[1], functionSourceRgb : blendFuncSeparate[0], functionDestinationRgb : blendFuncSeparate[1], functionSourceAlpha : blendFuncSeparate[2], functionDestinationAlpha : blendFuncSeparate[3] } }); } /////////////////////////////////////////////////////////////////////////// var gltfUniformsFromNode = { MODEL : function(uniformState, model, runtimeNode) { return function() { return runtimeNode.computedMatrix; }; }, VIEW : function(uniformState, model, runtimeNode) { return function() { return uniformState.view; }; }, PROJECTION : function(uniformState, model, runtimeNode) { return function() { return uniformState.projection; }; }, MODELVIEW : function(uniformState, model, runtimeNode) { var mv = new Matrix4(); return function() { return Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mv); }; }, CESIUM_RTC_MODELVIEW : function(uniformState, model, runtimeNode) { // CESIUM_RTC extension var mvRtc = new Matrix4(); return function() { Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mvRtc); return Matrix4.setTranslation(mvRtc, model._rtcCenterEye, mvRtc); }; }, MODELVIEWPROJECTION : function(uniformState, model, runtimeNode) { var mvp = new Matrix4(); return function() { Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mvp); return Matrix4.multiply(uniformState._projection, mvp, mvp); }; }, MODELINVERSE : function(uniformState, model, runtimeNode) { var mInverse = new Matrix4(); return function() { return Matrix4.inverse(runtimeNode.computedMatrix, mInverse); }; }, VIEWINVERSE : function(uniformState, model) { return function() { return uniformState.inverseView; }; }, PROJECTIONINVERSE : function(uniformState, model, runtimeNode) { return function() { return uniformState.inverseProjection; }; }, MODELVIEWINVERSE : function(uniformState, model, runtimeNode) { var mv = new Matrix4(); var mvInverse = new Matrix4(); return function() { Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mv); return Matrix4.inverse(mv, mvInverse); }; }, MODELVIEWPROJECTIONINVERSE : function(uniformState, model, runtimeNode) { var mvp = new Matrix4(); var mvpInverse = new Matrix4(); return function() { Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mvp); Matrix4.multiply(uniformState._projection, mvp, mvp); return Matrix4.inverse(mvp, mvpInverse); }; }, MODELINVERSETRANSPOSE : function(uniformState, model, runtimeNode) { var mInverse = new Matrix4(); var mInverseTranspose = new Matrix3(); return function() { Matrix4.inverse(runtimeNode.computedMatrix, mInverse); Matrix4.getMatrix3(mInverse, mInverseTranspose); return Matrix3.transpose(mInverseTranspose, mInverseTranspose); }; }, MODELVIEWINVERSETRANSPOSE : function(uniformState, model, runtimeNode) { var mv = new Matrix4(); var mvInverse = new Matrix4(); var mvInverseTranspose = new Matrix3(); return function() { Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mv); Matrix4.inverse(mv, mvInverse); Matrix4.getMatrix3(mvInverse, mvInverseTranspose); return Matrix3.transpose(mvInverseTranspose, mvInverseTranspose); }; }, VIEWPORT : function(uniformState, model, runtimeNode) { return function() { return uniformState.viewportCartesian4; }; } }; function getUniformFunctionFromSource(source, model, semantic, uniformState) { var runtimeNode = model._runtime.nodes[source]; return gltfUniformsFromNode[semantic](uniformState, model, runtimeNode); } function createUniformsForMaterial(model, material, technique, instanceValues, context, textures, defaultTexture) { var uniformMap = {}; var uniformValues = {}; var jointMatrixUniformName; var morphWeightsUniformName; ForEach.techniqueUniform(technique, function(uniform, uniformName) { // GLTF_SPEC: This does not take into account uniform arrays, // indicated by uniforms with a count property. // // https://github.com/KhronosGroup/glTF/issues/258 // GLTF_SPEC: In this implementation, material parameters with a // semantic or targeted via a source (for animation) are not // targetable for material animations. Is this too strict? // // https://github.com/KhronosGroup/glTF/issues/142 var uv; if (defined(instanceValues) && defined(instanceValues[uniformName])) { // Parameter overrides by the instance technique uv = ModelUtility.createUniformFunction(uniform.type, instanceValues[uniformName], textures, defaultTexture); uniformMap[uniformName] = uv.func; uniformValues[uniformName] = uv; } else if (defined(uniform.node)) { uniformMap[uniformName] = getUniformFunctionFromSource(uniform.node, model, uniform.semantic, context.uniformState); } else if (defined(uniform.semantic)) { if (uniform.semantic === 'JOINTMATRIX') { jointMatrixUniformName = uniformName; } else if (uniform.semantic === 'MORPHWEIGHTS') { morphWeightsUniformName = uniformName; } else if (uniform.semantic === 'ALPHACUTOFF') { // The material's alphaCutoff value uses a uniform with semantic ALPHACUTOFF. // A uniform with this semantic will ignore the instance or default values. var alphaMode = material.alphaMode; if (defined(alphaMode) && alphaMode === 'MASK') { var alphaCutoffValue = defaultValue(material.alphaCutoff, 0.5); uv = ModelUtility.createUniformFunction(uniform.type, alphaCutoffValue, textures, defaultTexture); uniformMap[uniformName] = uv.func; uniformValues[uniformName] = uv; } } else { // Map glTF semantic to Cesium automatic uniform uniformMap[uniformName] = ModelUtility.getGltfSemanticUniforms()[uniform.semantic](context.uniformState, model); } } else if (defined(uniform.value)) { // Technique value that isn't overridden by a material var uv2 = ModelUtility.createUniformFunction(uniform.type, uniform.value, textures, defaultTexture); uniformMap[uniformName] = uv2.func; uniformValues[uniformName] = uv2; } }); return { map : uniformMap, values : uniformValues, jointMatrixUniformName : jointMatrixUniformName, morphWeightsUniformName : morphWeightsUniformName }; } function createUniformMaps(model, context) { var loadResources = model._loadResources; if (!loadResources.finishedProgramCreation()) { return; } if (!loadResources.createUniformMaps) { return; } loadResources.createUniformMaps = false; var gltf = model.gltf; var techniques = model._sourceTechniques; var uniformMaps = model._uniformMaps; var textures = model._rendererResources.textures; var defaultTexture = model._defaultTexture; ForEach.material(gltf, function (material, materialId) { var modelMaterial = model._runtime.materialsById[materialId]; var technique = techniques[modelMaterial._technique]; var instanceValues = modelMaterial._values; var uniforms = createUniformsForMaterial(model, material, technique, instanceValues, context, textures, defaultTexture); var u = uniformMaps[materialId]; u.uniformMap = uniforms.map; // uniform name -> function for the renderer u.values = uniforms.values; // material parameter name -> ModelMaterial for modifying the parameter at runtime u.jointMatrixUniformName = uniforms.jointMatrixUniformName; u.morphWeightsUniformName = uniforms.morphWeightsUniformName; }); } function createUniformsForDracoQuantizedAttributes(decodedData) { return ModelUtility.createUniformsForDracoQuantizedAttributes(decodedData.attributes); } function createUniformsForQuantizedAttributes(model, primitive) { var programId = getProgramForPrimitive(model, primitive); var quantizedUniforms = model._quantizedUniforms[programId]; return ModelUtility.createUniformsForQuantizedAttributes(model.gltf, primitive, quantizedUniforms); } function createPickColorFunction(color) { return function() { return color; }; } function createJointMatricesFunction(runtimeNode) { return function() { return runtimeNode.computedJointMatrices; }; } function createMorphWeightsFunction(runtimeNode) { return function() { return runtimeNode.weights; }; } function createSilhouetteColorFunction(model) { return function() { return model.silhouetteColor; }; } function createSilhouetteSizeFunction(model) { return function() { return model.silhouetteSize; }; } function createColorFunction(model) { return function() { return model.color; }; } var scratchClippingPlaneMatrix = new Matrix4(); function createClippingPlanesMatrixFunction(model) { return function() { var clippingPlanes = model.clippingPlanes; if (!defined(clippingPlanes) && !defined(model._sphericalHarmonicCoefficients) && !defined(model._specularEnvironmentMaps)) { return Matrix4.IDENTITY; } var modelMatrix = defined(clippingPlanes) ? clippingPlanes.modelMatrix : Matrix4.IDENTITY; return Matrix4.multiply(model._clippingPlaneModelViewMatrix, modelMatrix, scratchClippingPlaneMatrix); }; } function createClippingPlanesFunction(model) { return function() { var clippingPlanes = model.clippingPlanes; return (!defined(clippingPlanes) || !clippingPlanes.enabled) ? model._defaultTexture : clippingPlanes.texture; }; } function createClippingPlanesEdgeStyleFunction(model) { return function() { var clippingPlanes = model.clippingPlanes; if (!defined(clippingPlanes)) { return Color.WHITE.withAlpha(0.0); } var style = Color.clone(clippingPlanes.edgeColor); style.alpha = clippingPlanes.edgeWidth; return style; }; } function createColorBlendFunction(model) { return function() { return ColorBlendMode.getColorBlend(model.colorBlendMode, model.colorBlendAmount); }; } function createIBLFactorFunction(model) { return function() { return model._imageBasedLightingFactor; }; } function createLightColorFunction(model) { return function() { return model._lightColor; }; } function createLuminanceAtZenithFunction(model) { return function() { return model.luminanceAtZenith; }; } function createSphericalHarmonicCoefficientsFunction(model) { return function() { return model._sphericalHarmonicCoefficients; }; } function createSpecularEnvironmentMapFunction(model) { return function() { return model._specularEnvironmentMapAtlas.texture; }; } function createSpecularEnvironmentMapSizeFunction(model) { return function() { return model._specularEnvironmentMapAtlas.texture.dimensions; }; } function createSpecularEnvironmentMapLOD(model) { return function() { return model._specularEnvironmentMapAtlas.maximumMipmapLevel; }; } function triangleCountFromPrimitiveIndices(primitive, indicesCount) { switch (primitive.mode) { case PrimitiveType.TRIANGLES: return (indicesCount / 3); case PrimitiveType.TRIANGLE_STRIP: case PrimitiveType.TRIANGLE_FAN: return Math.max(indicesCount - 2, 0); default: return 0; } } function createCommand(model, gltfNode, runtimeNode, context, scene3DOnly) { var nodeCommands = model._nodeCommands; var pickIds = model._pickIds; var allowPicking = model.allowPicking; var runtimeMeshesByName = model._runtime.meshesByName; var resources = model._rendererResources; var rendererVertexArrays = resources.vertexArrays; var rendererPrograms = resources.programs; var rendererRenderStates = resources.renderStates; var uniformMaps = model._uniformMaps; var gltf = model.gltf; var accessors = gltf.accessors; var gltfMeshes = gltf.meshes; var id = gltfNode.mesh; var mesh = gltfMeshes[id]; var primitives = mesh.primitives; var length = primitives.length; // The glTF node hierarchy is a DAG so a node can have more than one // parent, so a node may already have commands. If so, append more // since they will have a different model matrix. for (var i = 0; i < length; ++i) { var primitive = primitives[i]; var ix = accessors[primitive.indices]; var material = model._runtime.materialsById[primitive.material]; var programId = material._program; var decodedData = model._decodedData[id + '.primitive.' + i]; var boundingSphere; var positionAccessor = primitive.attributes.POSITION; if (defined(positionAccessor)) { var minMax = ModelUtility.getAccessorMinMax(gltf, positionAccessor); boundingSphere = BoundingSphere.fromCornerPoints(Cartesian3.fromArray(minMax.min), Cartesian3.fromArray(minMax.max)); } var vertexArray = rendererVertexArrays[id + '.primitive.' + i]; var offset; var count; // Use indices of the previously decoded Draco geometry. if (defined(decodedData)) { count = decodedData.numberOfIndices; offset = 0; } else if (defined(ix)) { count = ix.count; offset = (ix.byteOffset / IndexDatatype.getSizeInBytes(ix.componentType)); // glTF has offset in bytes. Cesium has offsets in indices } else { var positions = accessors[primitive.attributes.POSITION]; count = positions.count; offset = 0; } // Update model triangle count using number of indices model._trianglesLength += triangleCountFromPrimitiveIndices(primitive, count); var um = uniformMaps[primitive.material]; var uniformMap = um.uniformMap; if (defined(um.jointMatrixUniformName)) { var jointUniformMap = {}; jointUniformMap[um.jointMatrixUniformName] = createJointMatricesFunction(runtimeNode); uniformMap = combine(uniformMap, jointUniformMap); } if (defined(um.morphWeightsUniformName)) { var morphWeightsUniformMap = {}; morphWeightsUniformMap[um.morphWeightsUniformName] = createMorphWeightsFunction(runtimeNode); uniformMap = combine(uniformMap, morphWeightsUniformMap); } uniformMap = combine(uniformMap, { gltf_color : createColorFunction(model), gltf_colorBlend : createColorBlendFunction(model), gltf_clippingPlanes : createClippingPlanesFunction(model), gltf_clippingPlanesEdgeStyle : createClippingPlanesEdgeStyleFunction(model), gltf_clippingPlanesMatrix : createClippingPlanesMatrixFunction(model), gltf_iblFactor : createIBLFactorFunction(model), gltf_lightColor : createLightColorFunction(model), gltf_sphericalHarmonicCoefficients : createSphericalHarmonicCoefficientsFunction(model), gltf_specularMap : createSpecularEnvironmentMapFunction(model), gltf_specularMapSize : createSpecularEnvironmentMapSizeFunction(model), gltf_maxSpecularLOD : createSpecularEnvironmentMapLOD(model), gltf_luminanceAtZenith : createLuminanceAtZenithFunction(model) }); // Allow callback to modify the uniformMap if (defined(model._uniformMapLoaded)) { uniformMap = model._uniformMapLoaded(uniformMap, programId, runtimeNode); } // Add uniforms for decoding quantized attributes if used var quantizedUniformMap = {}; if (model.extensionsUsed.WEB3D_quantized_attributes) { quantizedUniformMap = createUniformsForQuantizedAttributes(model, primitive); } else if (model._dequantizeInShader && defined(decodedData)) { quantizedUniformMap = createUniformsForDracoQuantizedAttributes(decodedData); } uniformMap = combine(uniformMap, quantizedUniformMap); var rs = rendererRenderStates[primitive.material]; var isTranslucent = rs.blending.enabled; var owner = model._pickObject; if (!defined(owner)) { owner = { primitive : model, id : model.id, node : runtimeNode.publicNode, mesh : runtimeMeshesByName[mesh.name] }; } var castShadows = ShadowMode.castShadows(model._shadows); var receiveShadows = ShadowMode.receiveShadows(model._shadows); var pickId; if (allowPicking && !defined(model._uniformMapLoaded)) { pickId = context.createPickId(owner); pickIds.push(pickId); var pickUniforms = { czm_pickColor : createPickColorFunction(pickId.color) }; uniformMap = combine(uniformMap, pickUniforms); } if (allowPicking) { if (defined(model._pickIdLoaded) && defined(model._uniformMapLoaded)) { pickId = model._pickIdLoaded(); } else { pickId = 'czm_pickColor'; } } var command = new DrawCommand({ boundingVolume : new BoundingSphere(), // updated in update() cull : model.cull, modelMatrix : new Matrix4(), // computed in update() primitiveType : primitive.mode, vertexArray : vertexArray, count : count, offset : offset, shaderProgram : rendererPrograms[programId], castShadows : castShadows, receiveShadows : receiveShadows, uniformMap : uniformMap, renderState : rs, owner : owner, pass : isTranslucent ? Pass.TRANSLUCENT : model.opaquePass, pickId : pickId }); var command2D; if (!scene3DOnly) { command2D = DrawCommand.shallowClone(command); command2D.boundingVolume = new BoundingSphere(); // updated in update() command2D.modelMatrix = new Matrix4(); // updated in update() } var nodeCommand = { show : true, boundingSphere : boundingSphere, command : command, command2D : command2D, // Generated on demand when silhouette size is greater than 0.0 and silhouette alpha is greater than 0.0 silhouetteModelCommand : undefined, silhouetteModelCommand2D : undefined, silhouetteColorCommand : undefined, silhouetteColorCommand2D : undefined, // Generated on demand when color alpha is less than 1.0 translucentCommand : undefined, translucentCommand2D : undefined, // For updating node commands on shader reconstruction programId : programId }; runtimeNode.commands.push(nodeCommand); nodeCommands.push(nodeCommand); } } function createRuntimeNodes(model, context, scene3DOnly) { var loadResources = model._loadResources; if (!loadResources.finishedEverythingButTextureCreation()) { return; } if (!loadResources.createRuntimeNodes) { return; } loadResources.createRuntimeNodes = false; var rootNodes = []; var runtimeNodes = model._runtime.nodes; var gltf = model.gltf; var nodes = gltf.nodes; var skins = gltf.skins; var scene = gltf.scenes[gltf.scene]; var sceneNodes = scene.nodes; var length = sceneNodes.length; var stack = []; var seen = {}; for (var i = 0; i < length; ++i) { stack.push({ parentRuntimeNode : undefined, gltfNode : nodes[sceneNodes[i]], id : sceneNodes[i] }); var skeletonIds = []; while (stack.length > 0) { var n = stack.pop(); seen[n.id] = true; var parentRuntimeNode = n.parentRuntimeNode; var gltfNode = n.gltfNode; // Node hierarchy is a DAG so a node can have more than one parent so it may already exist var runtimeNode = runtimeNodes[n.id]; if (runtimeNode.parents.length === 0) { if (defined(gltfNode.matrix)) { runtimeNode.matrix = Matrix4.fromColumnMajorArray(gltfNode.matrix); } else { // TRS converted to Cesium types var rotation = gltfNode.rotation; runtimeNode.translation = Cartesian3.fromArray(gltfNode.translation); runtimeNode.rotation = Quaternion.unpack(rotation); runtimeNode.scale = Cartesian3.fromArray(gltfNode.scale); } } if (defined(parentRuntimeNode)) { parentRuntimeNode.children.push(runtimeNode); runtimeNode.parents.push(parentRuntimeNode); } else { rootNodes.push(runtimeNode); } if (defined(gltfNode.mesh)) { createCommand(model, gltfNode, runtimeNode, context, scene3DOnly); } var children = gltfNode.children; if (defined(children)) { var childrenLength = children.length; for (var j = 0; j < childrenLength; j++) { var childId = children[j]; if (!seen[childId]) { stack.push({ parentRuntimeNode : runtimeNode, gltfNode : nodes[childId], id : children[j] }); } } } var skin = gltfNode.skin; if (defined(skin)) { skeletonIds.push(skins[skin].skeleton); } if (stack.length === 0) { for (var k = 0; k < skeletonIds.length; k++) { var skeleton = skeletonIds[k]; if (!seen[skeleton]) { stack.push({ parentRuntimeNode : undefined, gltfNode : nodes[skeleton], id : skeleton }); } } } } } model._runtime.rootNodes = rootNodes; model._runtime.nodes = runtimeNodes; } function getGeometryByteLength(buffers) { var memory = 0; for (var id in buffers) { if (buffers.hasOwnProperty(id)) { memory += buffers[id].sizeInBytes; } } return memory; } function getTexturesByteLength(textures) { var memory = 0; for (var id in textures) { if (textures.hasOwnProperty(id)) { memory += textures[id].sizeInBytes; } } return memory; } function createResources(model, frameState) { var context = frameState.context; var scene3DOnly = frameState.scene3DOnly; var quantizedVertexShaders = model._quantizedVertexShaders; var toClipCoordinates = model._toClipCoordinatesGLSL = {}; var techniques = model._sourceTechniques; var programs = model._sourcePrograms; var resources = model._rendererResources; var shaders = resources.sourceShaders; if (model._loadRendererResourcesFromCache) { shaders = resources.sourceShaders = model._cachedRendererResources.sourceShaders; } for (var techniqueId in techniques) { if (techniques.hasOwnProperty(techniqueId)) { var programId = techniques[techniqueId].program; var program = programs[programId]; var shader = shaders[program.vertexShader]; ModelUtility.checkSupportedGlExtensions(program.glExtensions, context); if (model.extensionsUsed.WEB3D_quantized_attributes || model._dequantizeInShader) { var quantizedVS = quantizedVertexShaders[programId]; if (!defined(quantizedVS)) { quantizedVS = modifyShaderForQuantizedAttributes(shader, programId, model); quantizedVertexShaders[programId] = quantizedVS; } shader = quantizedVS; } shader = modifyShader(shader, programId, model._vertexShaderLoaded); toClipCoordinates[programId] = ModelUtility.toClipCoordinatesGLSL(model.gltf, shader); } } if (model._loadRendererResourcesFromCache) { var cachedResources = model._cachedRendererResources; resources.buffers = cachedResources.buffers; resources.vertexArrays = cachedResources.vertexArrays; resources.programs = cachedResources.programs; resources.silhouettePrograms = cachedResources.silhouettePrograms; resources.textures = cachedResources.textures; resources.samplers = cachedResources.samplers; resources.renderStates = cachedResources.renderStates; // Vertex arrays are unique to this model, create instead of using the cache. if (defined(model._precreatedAttributes)) { createVertexArrays(model, context); } model._cachedGeometryByteLength += getGeometryByteLength(cachedResources.buffers); model._cachedTexturesByteLength += getTexturesByteLength(cachedResources.textures); } else { createBuffers(model, frameState); // using glTF bufferViews createPrograms(model, frameState); createSamplers(model, context); loadTexturesFromBufferViews(model); createTextures(model, frameState); } createSkins(model); createRuntimeAnimations(model); if (!model._loadRendererResourcesFromCache) { createVertexArrays(model, context); // using glTF meshes createRenderStates(model); // using glTF materials/techniques/states // Long-term, we might not cache render states if they could change // due to an animation, e.g., a uniform going from opaque to transparent. // Could use copy-on-write if it is worth it. Probably overkill. } createUniformMaps(model, context); // using glTF materials/techniques createRuntimeNodes(model, context, scene3DOnly); // using glTF scene } /////////////////////////////////////////////////////////////////////////// function getNodeMatrix(node, result) { var publicNode = node.publicNode; var publicMatrix = publicNode.matrix; if (publicNode.useMatrix && defined(publicMatrix)) { // Public matrix overrides original glTF matrix and glTF animations Matrix4.clone(publicMatrix, result); } else if (defined(node.matrix)) { Matrix4.clone(node.matrix, result); } else { Matrix4.fromTranslationQuaternionRotationScale(node.translation, node.rotation, node.scale, result); // Keep matrix returned by the node in-sync if the node is targeted by an animation. Only TRS nodes can be targeted. publicNode.setMatrix(result); } } var scratchNodeStack = []; var scratchComputedTranslation = new Cartesian4(); var scratchComputedMatrixIn2D = new Matrix4(); function updateNodeHierarchyModelMatrix(model, modelTransformChanged, justLoaded, projection) { var maxDirtyNumber = model._maxDirtyNumber; var rootNodes = model._runtime.rootNodes; var length = rootNodes.length; var nodeStack = scratchNodeStack; var computedModelMatrix = model._computedModelMatrix; if ((model._mode !== SceneMode.SCENE3D) && !model._ignoreCommands) { var translation = Matrix4.getColumn(computedModelMatrix, 3, scratchComputedTranslation); if (!Cartesian4.equals(translation, Cartesian4.UNIT_W)) { computedModelMatrix = Transforms.basisTo2D(projection, computedModelMatrix, scratchComputedMatrixIn2D); model._rtcCenter = model._rtcCenter3D; } else { var center = model.boundingSphere.center; var to2D = Transforms.wgs84To2DModelMatrix(projection, center, scratchComputedMatrixIn2D); computedModelMatrix = Matrix4.multiply(to2D, computedModelMatrix, scratchComputedMatrixIn2D); if (defined(model._rtcCenter)) { Matrix4.setTranslation(computedModelMatrix, Cartesian4.UNIT_W, computedModelMatrix); model._rtcCenter = model._rtcCenter2D; } } } for (var i = 0; i < length; ++i) { var n = rootNodes[i]; getNodeMatrix(n, n.transformToRoot); nodeStack.push(n); while (nodeStack.length > 0) { n = nodeStack.pop(); var transformToRoot = n.transformToRoot; var commands = n.commands; if ((n.dirtyNumber === maxDirtyNumber) || modelTransformChanged || justLoaded) { var nodeMatrix = Matrix4.multiplyTransformation(computedModelMatrix, transformToRoot, n.computedMatrix); var commandsLength = commands.length; if (commandsLength > 0) { // Node has meshes, which has primitives. Update their commands. for (var j = 0; j < commandsLength; ++j) { var primitiveCommand = commands[j]; var command = primitiveCommand.command; Matrix4.clone(nodeMatrix, command.modelMatrix); // PERFORMANCE_IDEA: Can use transformWithoutScale if no node up to the root has scale (including animation) BoundingSphere.transform(primitiveCommand.boundingSphere, command.modelMatrix, command.boundingVolume); if (defined(model._rtcCenter)) { Cartesian3.add(model._rtcCenter, command.boundingVolume.center, command.boundingVolume.center); } // If the model crosses the IDL in 2D, it will be drawn in one viewport, but part of it // will be clipped by the viewport. We create a second command that translates the model // model matrix to the opposite side of the map so the part that was clipped in one viewport // is drawn in the other. command = primitiveCommand.command2D; if (defined(command) && model._mode === SceneMode.SCENE2D) { Matrix4.clone(nodeMatrix, command.modelMatrix); command.modelMatrix[13] -= CesiumMath.sign(command.modelMatrix[13]) * 2.0 * CesiumMath.PI * projection.ellipsoid.maximumRadius; BoundingSphere.transform(primitiveCommand.boundingSphere, command.modelMatrix, command.boundingVolume); } } } } var children = n.children; if (defined(children)) { var childrenLength = children.length; for (var k = 0; k < childrenLength; ++k) { var child = children[k]; // A node's transform needs to be updated if // - It was targeted for animation this frame, or // - Any of its ancestors were targeted for animation this frame // PERFORMANCE_IDEA: if a child has multiple parents and only one of the parents // is dirty, all the subtrees for each child instance will be dirty; we probably // won't see this in the wild often. child.dirtyNumber = Math.max(child.dirtyNumber, n.dirtyNumber); if ((child.dirtyNumber === maxDirtyNumber) || justLoaded) { // Don't check for modelTransformChanged since if only the model's model matrix changed, // we do not need to rebuild the local transform-to-root, only the final // [model's-model-matrix][transform-to-root] above. getNodeMatrix(child, child.transformToRoot); Matrix4.multiplyTransformation(transformToRoot, child.transformToRoot, child.transformToRoot); } nodeStack.push(child); } } } } ++model._maxDirtyNumber; } var scratchObjectSpace = new Matrix4(); function applySkins(model) { var skinnedNodes = model._runtime.skinnedNodes; var length = skinnedNodes.length; for (var i = 0; i < length; ++i) { var node = skinnedNodes[i]; scratchObjectSpace = Matrix4.inverseTransformation(node.transformToRoot, scratchObjectSpace); var computedJointMatrices = node.computedJointMatrices; var joints = node.joints; var bindShapeMatrix = node.bindShapeMatrix; var inverseBindMatrices = node.inverseBindMatrices; var inverseBindMatricesLength = inverseBindMatrices.length; for (var m = 0; m < inverseBindMatricesLength; ++m) { // [joint-matrix] = [node-to-root^-1][joint-to-root][inverse-bind][bind-shape] if (!defined(computedJointMatrices[m])) { computedJointMatrices[m] = new Matrix4(); } computedJointMatrices[m] = Matrix4.multiplyTransformation(scratchObjectSpace, joints[m].transformToRoot, computedJointMatrices[m]); computedJointMatrices[m] = Matrix4.multiplyTransformation(computedJointMatrices[m], inverseBindMatrices[m], computedJointMatrices[m]); if (defined(bindShapeMatrix)) { // Optimization for when bind shape matrix is the identity. computedJointMatrices[m] = Matrix4.multiplyTransformation(computedJointMatrices[m], bindShapeMatrix, computedJointMatrices[m]); } } } } function updatePerNodeShow(model) { // Totally not worth it, but we could optimize this: // http://help.agi.com/AGIComponents/html/BlogDeletionInBoundingVolumeHierarchies.htm var rootNodes = model._runtime.rootNodes; var length = rootNodes.length; var nodeStack = scratchNodeStack; for (var i = 0; i < length; ++i) { var n = rootNodes[i]; n.computedShow = n.publicNode.show; nodeStack.push(n); while (nodeStack.length > 0) { n = nodeStack.pop(); var show = n.computedShow; var nodeCommands = n.commands; var nodeCommandsLength = nodeCommands.length; for (var j = 0; j < nodeCommandsLength; ++j) { nodeCommands[j].show = show; } // if commandsLength is zero, the node has a light or camera var children = n.children; if (defined(children)) { var childrenLength = children.length; for (var k = 0; k < childrenLength; ++k) { var child = children[k]; // Parent needs to be shown for child to be shown. child.computedShow = show && child.publicNode.show; nodeStack.push(child); } } } } } function updatePickIds(model, context) { var id = model.id; if (model._id !== id) { model._id = id; var pickIds = model._pickIds; var length = pickIds.length; for (var i = 0; i < length; ++i) { pickIds[i].object.id = id; } } } function updateWireframe(model) { if (model._debugWireframe !== model.debugWireframe) { model._debugWireframe = model.debugWireframe; // This assumes the original primitive was TRIANGLES and that the triangles // are connected for the wireframe to look perfect. var primitiveType = model.debugWireframe ? PrimitiveType.LINES : PrimitiveType.TRIANGLES; var nodeCommands = model._nodeCommands; var length = nodeCommands.length; for (var i = 0; i < length; ++i) { nodeCommands[i].command.primitiveType = primitiveType; } } } function updateShowBoundingVolume(model) { if (model.debugShowBoundingVolume !== model._debugShowBoundingVolume) { model._debugShowBoundingVolume = model.debugShowBoundingVolume; var debugShowBoundingVolume = model.debugShowBoundingVolume; var nodeCommands = model._nodeCommands; var length = nodeCommands.length; for (var i = 0; i < length; ++i) { nodeCommands[i].command.debugShowBoundingVolume = debugShowBoundingVolume; } } } function updateShadows(model) { if (model.shadows !== model._shadows) { model._shadows = model.shadows; var castShadows = ShadowMode.castShadows(model.shadows); var receiveShadows = ShadowMode.receiveShadows(model.shadows); var nodeCommands = model._nodeCommands; var length = nodeCommands.length; for (var i = 0; i < length; i++) { var nodeCommand = nodeCommands[i]; nodeCommand.command.castShadows = castShadows; nodeCommand.command.receiveShadows = receiveShadows; } } } function getTranslucentRenderState(renderState) { var rs = clone(renderState, true); rs.cull.enabled = false; rs.depthTest.enabled = true; rs.depthMask = false; rs.blending = BlendingState.ALPHA_BLEND; return RenderState.fromCache(rs); } function deriveTranslucentCommand(command) { var translucentCommand = DrawCommand.shallowClone(command); translucentCommand.pass = Pass.TRANSLUCENT; translucentCommand.renderState = getTranslucentRenderState(command.renderState); return translucentCommand; } function updateColor(model, frameState, forceDerive) { // Generate translucent commands when the blend color has an alpha in the range (0.0, 1.0) exclusive var scene3DOnly = frameState.scene3DOnly; var alpha = model.color.alpha; if ((alpha > 0.0) && (alpha < 1.0)) { var nodeCommands = model._nodeCommands; var length = nodeCommands.length; if (!defined(nodeCommands[0].translucentCommand) || forceDerive) { for (var i = 0; i < length; ++i) { var nodeCommand = nodeCommands[i]; var command = nodeCommand.command; nodeCommand.translucentCommand = deriveTranslucentCommand(command); if (!scene3DOnly) { var command2D = nodeCommand.command2D; nodeCommand.translucentCommand2D = deriveTranslucentCommand(command2D); } } } } } function getProgramId(model, program) { var programs = model._rendererResources.programs; for (var id in programs) { if (programs.hasOwnProperty(id)) { if (programs[id] === program) { return id; } } } } function createSilhouetteProgram(model, program, frameState) { var vs = program.vertexShaderSource.sources[0]; var attributeLocations = program._attributeLocations; var normalAttributeName = model._normalAttributeName; // Modified from http://forum.unity3d.com/threads/toon-outline-but-with-diffuse-surface.24668/ vs = ShaderSource.replaceMain(vs, 'gltf_silhouette_main'); vs += 'uniform float gltf_silhouetteSize; \n' + 'void main() \n' + '{ \n' + ' gltf_silhouette_main(); \n' + ' vec3 n = normalize(czm_normal3D * ' + normalAttributeName + '); \n' + ' n.x *= czm_projection[0][0]; \n' + ' n.y *= czm_projection[1][1]; \n' + ' vec4 clip = gl_Position; \n' + ' clip.xy += n.xy * clip.w * gltf_silhouetteSize * czm_pixelRatio / czm_viewport.z; \n' + ' gl_Position = clip; \n' + '}'; var fs = 'uniform vec4 gltf_silhouetteColor; \n' + 'void main() \n' + '{ \n' + ' gl_FragColor = czm_gammaCorrect(gltf_silhouetteColor); \n' + '}'; return ShaderProgram.fromCache({ context : frameState.context, vertexShaderSource : vs, fragmentShaderSource : fs, attributeLocations : attributeLocations }); } function hasSilhouette(model, frameState) { return silhouetteSupported(frameState.context) && (model.silhouetteSize > 0.0) && (model.silhouetteColor.alpha > 0.0) && defined(model._normalAttributeName); } function hasTranslucentCommands(model) { var nodeCommands = model._nodeCommands; var length = nodeCommands.length; for (var i = 0; i < length; ++i) { var nodeCommand = nodeCommands[i]; var command = nodeCommand.command; if (command.pass === Pass.TRANSLUCENT) { return true; } } return false; } function isTranslucent(model) { return (model.color.alpha > 0.0) && (model.color.alpha < 1.0); } function isInvisible(model) { return (model.color.alpha === 0.0); } function alphaDirty(currAlpha, prevAlpha) { // Returns whether the alpha state has changed between invisible, translucent, or opaque return (Math.floor(currAlpha) !== Math.floor(prevAlpha)) || (Math.ceil(currAlpha) !== Math.ceil(prevAlpha)); } var silhouettesLength = 0; function createSilhouetteCommands(model, frameState) { // Wrap around after exceeding the 8-bit stencil limit. // The reference is unique to each model until this point. var stencilReference = (++silhouettesLength) % 255; // If the model is translucent the silhouette needs to be in the translucent pass. // Otherwise the silhouette would be rendered before the model. var silhouetteTranslucent = hasTranslucentCommands(model) || isTranslucent(model) || (model.silhouetteColor.alpha < 1.0); var silhouettePrograms = model._rendererResources.silhouettePrograms; var scene3DOnly = frameState.scene3DOnly; var nodeCommands = model._nodeCommands; var length = nodeCommands.length; for (var i = 0; i < length; ++i) { var nodeCommand = nodeCommands[i]; var command = nodeCommand.command; // Create model command var modelCommand = isTranslucent(model) ? nodeCommand.translucentCommand : command; var silhouetteModelCommand = DrawCommand.shallowClone(modelCommand); var renderState = clone(modelCommand.renderState); // Write the reference value into the stencil buffer. renderState.stencilTest = { enabled : true, frontFunction : WebGLConstants.ALWAYS, backFunction : WebGLConstants.ALWAYS, reference : stencilReference, mask : ~0, frontOperation : { fail : WebGLConstants.KEEP, zFail : WebGLConstants.KEEP, zPass : WebGLConstants.REPLACE }, backOperation : { fail : WebGLConstants.KEEP, zFail : WebGLConstants.KEEP, zPass : WebGLConstants.REPLACE } }; if (isInvisible(model)) { // When the model is invisible disable color and depth writes but still write into the stencil buffer renderState.colorMask = { red : false, green : false, blue : false, alpha : false }; renderState.depthMask = false; } renderState = RenderState.fromCache(renderState); silhouetteModelCommand.renderState = renderState; nodeCommand.silhouetteModelCommand = silhouetteModelCommand; // Create color command var silhouetteColorCommand = DrawCommand.shallowClone(command); renderState = clone(command.renderState, true); renderState.depthTest.enabled = true; renderState.cull.enabled = false; if (silhouetteTranslucent) { silhouetteColorCommand.pass = Pass.TRANSLUCENT; renderState.depthMask = false; renderState.blending = BlendingState.ALPHA_BLEND; } // Only render silhouette if the value in the stencil buffer equals the reference renderState.stencilTest = { enabled : true, frontFunction : WebGLConstants.NOTEQUAL, backFunction : WebGLConstants.NOTEQUAL, reference : stencilReference, mask : ~0, frontOperation : { fail : WebGLConstants.KEEP, zFail : WebGLConstants.KEEP, zPass : WebGLConstants.KEEP }, backOperation : { fail : WebGLConstants.KEEP, zFail : WebGLConstants.KEEP, zPass : WebGLConstants.KEEP } }; renderState = RenderState.fromCache(renderState); // If the silhouette program has already been cached use it var program = command.shaderProgram; var id = getProgramId(model, program); var silhouetteProgram = silhouettePrograms[id]; if (!defined(silhouetteProgram)) { silhouetteProgram = createSilhouetteProgram(model, program, frameState); silhouettePrograms[id] = silhouetteProgram; } var silhouetteUniformMap = combine(command.uniformMap, { gltf_silhouetteColor : createSilhouetteColorFunction(model), gltf_silhouetteSize : createSilhouetteSizeFunction(model) }); silhouetteColorCommand.renderState = renderState; silhouetteColorCommand.shaderProgram = silhouetteProgram; silhouetteColorCommand.uniformMap = silhouetteUniformMap; silhouetteColorCommand.castShadows = false; silhouetteColorCommand.receiveShadows = false; nodeCommand.silhouetteColorCommand = silhouetteColorCommand; if (!scene3DOnly) { var command2D = nodeCommand.command2D; var silhouetteModelCommand2D = DrawCommand.shallowClone(silhouetteModelCommand); silhouetteModelCommand2D.boundingVolume = command2D.boundingVolume; silhouetteModelCommand2D.modelMatrix = command2D.modelMatrix; nodeCommand.silhouetteModelCommand2D = silhouetteModelCommand2D; var silhouetteColorCommand2D = DrawCommand.shallowClone(silhouetteColorCommand); silhouetteModelCommand2D.boundingVolume = command2D.boundingVolume; silhouetteModelCommand2D.modelMatrix = command2D.modelMatrix; nodeCommand.silhouetteColorCommand2D = silhouetteColorCommand2D; } } } function modifyShaderForClippingPlanes(shader, clippingPlaneCollection, context) { shader = ShaderSource.replaceMain(shader, 'gltf_clip_main'); shader += Model._getClippingFunction(clippingPlaneCollection, context) + '\n'; shader += 'uniform sampler2D gltf_clippingPlanes; \n' + 'uniform mat4 gltf_clippingPlanesMatrix; \n' + 'uniform vec4 gltf_clippingPlanesEdgeStyle; \n' + 'void main() \n' + '{ \n' + ' gltf_clip_main(); \n' + getClipAndStyleCode('gltf_clippingPlanes', 'gltf_clippingPlanesMatrix', 'gltf_clippingPlanesEdgeStyle') + '} \n'; return shader; } function updateSilhouette(model, frameState, force) { // Generate silhouette commands when the silhouette size is greater than 0.0 and the alpha is greater than 0.0 // There are two silhouette commands: // 1. silhouetteModelCommand : render model normally while enabling stencil mask // 2. silhouetteColorCommand : render enlarged model with a solid color while enabling stencil tests if (!hasSilhouette(model, frameState)) { return; } var nodeCommands = model._nodeCommands; var dirty = alphaDirty(model.color.alpha, model._colorPreviousAlpha) || alphaDirty(model.silhouetteColor.alpha, model._silhouetteColorPreviousAlpha) || !defined(nodeCommands[0].silhouetteModelCommand); model._colorPreviousAlpha = model.color.alpha; model._silhouetteColorPreviousAlpha = model.silhouetteColor.alpha; if (dirty || force) { createSilhouetteCommands(model, frameState); } } function updateClippingPlanes(model, frameState) { var clippingPlanes = model._clippingPlanes; if (defined(clippingPlanes) && clippingPlanes.owner === model) { if (clippingPlanes.enabled) { clippingPlanes.update(frameState); } } } var scratchBoundingSphere = new BoundingSphere(); function scaleInPixels(positionWC, radius, frameState) { scratchBoundingSphere.center = positionWC; scratchBoundingSphere.radius = radius; return frameState.camera.getPixelSize(scratchBoundingSphere, frameState.context.drawingBufferWidth, frameState.context.drawingBufferHeight); } var scratchPosition = new Cartesian3(); var scratchCartographic = new Cartographic(); function getScale(model, frameState) { var scale = model.scale; if (model.minimumPixelSize !== 0.0) { // Compute size of bounding sphere in pixels var context = frameState.context; var maxPixelSize = Math.max(context.drawingBufferWidth, context.drawingBufferHeight); var m = defined(model._clampedModelMatrix) ? model._clampedModelMatrix : model.modelMatrix; scratchPosition.x = m[12]; scratchPosition.y = m[13]; scratchPosition.z = m[14]; if (defined(model._rtcCenter)) { Cartesian3.add(model._rtcCenter, scratchPosition, scratchPosition); } if (model._mode !== SceneMode.SCENE3D) { var projection = frameState.mapProjection; var cartographic = projection.ellipsoid.cartesianToCartographic(scratchPosition, scratchCartographic); projection.project(cartographic, scratchPosition); Cartesian3.fromElements(scratchPosition.z, scratchPosition.x, scratchPosition.y, scratchPosition); } var radius = model.boundingSphere.radius; var metersPerPixel = scaleInPixels(scratchPosition, radius, frameState); // metersPerPixel is always > 0.0 var pixelsPerMeter = 1.0 / metersPerPixel; var diameterInPixels = Math.min(pixelsPerMeter * (2.0 * radius), maxPixelSize); // Maintain model's minimum pixel size if (diameterInPixels < model.minimumPixelSize) { scale = (model.minimumPixelSize * metersPerPixel) / (2.0 * model._initialRadius); } } return defined(model.maximumScale) ? Math.min(model.maximumScale, scale) : scale; } function releaseCachedGltf(model) { if (defined(model._cacheKey) && defined(model._cachedGltf) && (--model._cachedGltf.count === 0)) { delete gltfCache[model._cacheKey]; } model._cachedGltf = undefined; } /////////////////////////////////////////////////////////////////////////// function CachedRendererResources(context, cacheKey) { this.buffers = undefined; this.vertexArrays = undefined; this.programs = undefined; this.sourceShaders = undefined; this.silhouettePrograms = undefined; this.textures = undefined; this.samplers = undefined; this.renderStates = undefined; this.ready = false; this.context = context; this.cacheKey = cacheKey; this.count = 0; } function destroy(property) { for (var name in property) { if (property.hasOwnProperty(name)) { property[name].destroy(); } } } function destroyCachedRendererResources(resources) { destroy(resources.buffers); destroy(resources.vertexArrays); destroy(resources.programs); destroy(resources.silhouettePrograms); destroy(resources.textures); } CachedRendererResources.prototype.release = function() { if (--this.count === 0) { if (defined(this.cacheKey)) { // Remove if this was cached delete this.context.cache.modelRendererResourceCache[this.cacheKey]; } destroyCachedRendererResources(this); return destroyObject(this); } return undefined; }; /////////////////////////////////////////////////////////////////////////// function getUpdateHeightCallback(model, ellipsoid, cartoPosition) { return function(clampedPosition) { if (model.heightReference === HeightReference.RELATIVE_TO_GROUND) { var clampedCart = ellipsoid.cartesianToCartographic(clampedPosition, scratchCartographic); clampedCart.height += cartoPosition.height; ellipsoid.cartographicToCartesian(clampedCart, clampedPosition); } var clampedModelMatrix = model._clampedModelMatrix; // Modify clamped model matrix to use new height Matrix4.clone(model.modelMatrix, clampedModelMatrix); clampedModelMatrix[12] = clampedPosition.x; clampedModelMatrix[13] = clampedPosition.y; clampedModelMatrix[14] = clampedPosition.z; model._heightChanged = true; }; } function updateClamping(model) { if (defined(model._removeUpdateHeightCallback)) { model._removeUpdateHeightCallback(); model._removeUpdateHeightCallback = undefined; } var scene = model._scene; if (!defined(scene) || !defined(scene.globe) || (model.heightReference === HeightReference.NONE)) { //>>includeStart('debug', pragmas.debug); if (model.heightReference !== HeightReference.NONE) { throw new DeveloperError('Height reference is not supported without a scene and globe.'); } //>>includeEnd('debug'); model._clampedModelMatrix = undefined; return; } var globe = scene.globe; var ellipsoid = globe.ellipsoid; // Compute cartographic position so we don't recompute every update var modelMatrix = model.modelMatrix; scratchPosition.x = modelMatrix[12]; scratchPosition.y = modelMatrix[13]; scratchPosition.z = modelMatrix[14]; var cartoPosition = ellipsoid.cartesianToCartographic(scratchPosition); if (!defined(model._clampedModelMatrix)) { model._clampedModelMatrix = Matrix4.clone(modelMatrix, new Matrix4()); } // Install callback to handle updating of terrain tiles var surface = globe._surface; model._removeUpdateHeightCallback = surface.updateHeight(cartoPosition, getUpdateHeightCallback(model, ellipsoid, cartoPosition)); // Set the correct height now var height = globe.getHeight(cartoPosition); if (defined(height)) { // Get callback with cartoPosition being the non-clamped position var cb = getUpdateHeightCallback(model, ellipsoid, cartoPosition); // Compute the clamped cartesian and call updateHeight callback Cartographic.clone(cartoPosition, scratchCartographic); scratchCartographic.height = height; ellipsoid.cartographicToCartesian(scratchCartographic, scratchPosition); cb(scratchPosition); } } var scratchDisplayConditionCartesian = new Cartesian3(); var scratchDistanceDisplayConditionCartographic = new Cartographic(); function distanceDisplayConditionVisible(model, frameState) { var distance2; var ddc = model.distanceDisplayCondition; var nearSquared = ddc.near * ddc.near; var farSquared = ddc.far * ddc.far; if (frameState.mode === SceneMode.SCENE2D) { var frustum2DWidth = frameState.camera.frustum.right - frameState.camera.frustum.left; distance2 = frustum2DWidth * 0.5; distance2 = distance2 * distance2; } else { // Distance to center of primitive's reference frame var position = Matrix4.getTranslation(model.modelMatrix, scratchDisplayConditionCartesian); if (frameState.mode === SceneMode.COLUMBUS_VIEW) { var projection = frameState.mapProjection; var ellipsoid = projection.ellipsoid; var cartographic = ellipsoid.cartesianToCartographic(position, scratchDistanceDisplayConditionCartographic); position = projection.project(cartographic, position); Cartesian3.fromElements(position.z, position.x, position.y, position); } distance2 = Cartesian3.distanceSquared(position, frameState.camera.positionWC); } return (distance2 >= nearSquared) && (distance2 <= farSquared); } /** * 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} Failed to load external reference. */ Model.prototype.update = function(frameState) { if (frameState.mode === SceneMode.MORPHING) { return; } if (!FeatureDetection.supportsWebP.initialized) { FeatureDetection.supportsWebP.initialize(); return; } var supportsWebP = FeatureDetection.supportsWebP(); var context = frameState.context; this._defaultTexture = context.defaultTexture; if ((this._state === ModelState.NEEDS_LOAD) && defined(this.gltf)) { // Use renderer resources from cache instead of loading/creating them? var cachedRendererResources; var cacheKey = this.cacheKey; if (defined(cacheKey)) { // cache key given? this model will pull from or contribute to context level cache context.cache.modelRendererResourceCache = defaultValue(context.cache.modelRendererResourceCache, {}); var modelCaches = context.cache.modelRendererResourceCache; cachedRendererResources = modelCaches[this.cacheKey]; if (defined(cachedRendererResources)) { if (!cachedRendererResources.ready) { // Cached resources for the model are not loaded yet. We'll // try again every frame until they are. return; } ++cachedRendererResources.count; this._loadRendererResourcesFromCache = true; } else { cachedRendererResources = new CachedRendererResources(context, cacheKey); cachedRendererResources.count = 1; modelCaches[this.cacheKey] = cachedRendererResources; } this._cachedRendererResources = cachedRendererResources; } else { // cache key not given? this model doesn't care about context level cache at all. Cache is here to simplify freeing on destroy. cachedRendererResources = new CachedRendererResources(context); cachedRendererResources.count = 1; this._cachedRendererResources = cachedRendererResources; } this._state = ModelState.LOADING; if (this._state !== ModelState.FAILED) { var extensions = this.gltf.extensions; if (defined(extensions) && defined(extensions.CESIUM_RTC)) { var center = Cartesian3.fromArray(extensions.CESIUM_RTC.center); if (!Cartesian3.equals(center, Cartesian3.ZERO)) { this._rtcCenter3D = center; var projection = frameState.mapProjection; var ellipsoid = projection.ellipsoid; var cartographic = ellipsoid.cartesianToCartographic(this._rtcCenter3D); var projectedCart = projection.project(cartographic); Cartesian3.fromElements(projectedCart.z, projectedCart.x, projectedCart.y, projectedCart); this._rtcCenter2D = projectedCart; this._rtcCenterEye = new Cartesian3(); this._rtcCenter = this._rtcCenter3D; } } addPipelineExtras(this.gltf); this._loadResources = new ModelLoadResources(); if (!this._loadRendererResourcesFromCache) { // Buffers are required to updateVersion ModelUtility.parseBuffers(this, bufferLoad); } } } var loadResources = this._loadResources; var incrementallyLoadTextures = this._incrementallyLoadTextures; var justLoaded = false; if (this._state === ModelState.LOADING) { // Transition from LOADING -> LOADED once resources are downloaded and created. // Textures may continue to stream in while in the LOADED state. if (loadResources.pendingBufferLoads === 0) { if (!loadResources.initialized) { frameState.brdfLutGenerator.update(frameState); ModelUtility.checkSupportedExtensions(this.extensionsRequired, supportsWebP); ModelUtility.updateForwardAxis(this); // glTF pipeline updates, not needed if loading from cache if (!defined(this.gltf.extras.sourceVersion)) { var gltf = this.gltf; // Add the original version so it remains cached gltf.extras.sourceVersion = ModelUtility.getAssetVersion(gltf); gltf.extras.sourceKHRTechniquesWebGL = defined(ModelUtility.getUsedExtensions(gltf).KHR_techniques_webgl); this._sourceVersion = gltf.extras.sourceVersion; this._sourceKHRTechniquesWebGL = gltf.extras.sourceKHRTechniquesWebGL; updateVersion(gltf); addDefaults(gltf); var options = { addBatchIdToGeneratedShaders: this._addBatchIdToGeneratedShaders }; processModelMaterialsCommon(gltf, options); processPbrMaterials(gltf, options); } this._sourceVersion = this.gltf.extras.sourceVersion; this._sourceKHRTechniquesWebGL = this.gltf.extras.sourceKHRTechniquesWebGL; // Skip dequantizing in the shader if not encoded this._dequantizeInShader = this._dequantizeInShader && DracoLoader.hasExtension(this); // We do this after to make sure that the ids don't change addBuffersToLoadResources(this); parseArticulations(this); parseTechniques(this); if (!this._loadRendererResourcesFromCache) { parseBufferViews(this); parseShaders(this); parsePrograms(this); parseTextures(this, context, supportsWebP); } parseMaterials(this); parseMeshes(this); parseNodes(this); // Start draco decoding DracoLoader.parse(this, context); loadResources.initialized = true; } if (!loadResources.finishedDecoding()) { DracoLoader.decodeModel(this, context) .otherwise(ModelUtility.getFailedLoadFunction(this, 'model', this.basePath)); } if (loadResources.finishedDecoding() && !loadResources.resourcesParsed) { this._boundingSphere = ModelUtility.computeBoundingSphere(this); this._initialRadius = this._boundingSphere.radius; DracoLoader.cacheDataForModel(this); loadResources.resourcesParsed = true; } if (loadResources.resourcesParsed && loadResources.pendingShaderLoads === 0) { createResources(this, frameState); } } if (loadResources.finished() || (incrementallyLoadTextures && loadResources.finishedEverythingButTextureCreation())) { this._state = ModelState.LOADED; justLoaded = true; } } // Incrementally stream textures. if (defined(loadResources) && (this._state === ModelState.LOADED)) { if (incrementallyLoadTextures && !justLoaded) { createResources(this, frameState); } if (loadResources.finished()) { this._loadResources = undefined; // Clear CPU memory since WebGL resources were created. var resources = this._rendererResources; var cachedResources = this._cachedRendererResources; cachedResources.buffers = resources.buffers; cachedResources.vertexArrays = resources.vertexArrays; cachedResources.programs = resources.programs; cachedResources.sourceShaders = resources.sourceShaders; cachedResources.silhouettePrograms = resources.silhouettePrograms; cachedResources.textures = resources.textures; cachedResources.samplers = resources.samplers; cachedResources.renderStates = resources.renderStates; cachedResources.ready = true; // The normal attribute name is required for silhouettes, so get it before the gltf JSON is released this._normalAttributeName = ModelUtility.getAttributeOrUniformBySemantic(this.gltf, 'NORMAL'); // Vertex arrays are unique to this model, do not store in cache. if (defined(this._precreatedAttributes)) { cachedResources.vertexArrays = {}; } if (this.releaseGltfJson) { releaseCachedGltf(this); } } } var iblSupported = OctahedralProjectedCubeMap.isSupported(context); if (this._shouldUpdateSpecularMapAtlas && iblSupported) { this._shouldUpdateSpecularMapAtlas = false; this._specularEnvironmentMapAtlas = this._specularEnvironmentMapAtlas && this._specularEnvironmentMapAtlas.destroy(); this._specularEnvironmentMapAtlas = undefined; if (defined(this._specularEnvironmentMaps)) { this._specularEnvironmentMapAtlas = new OctahedralProjectedCubeMap(this._specularEnvironmentMaps); var that = this; this._specularEnvironmentMapAtlas.readyPromise.then(function() { that._shouldRegenerateShaders = true; }); } // Regenerate shaders to not use an environment map. Will be set to true again if there was a new environment map and it is ready. this._shouldRegenerateShaders = true; } if (defined(this._specularEnvironmentMapAtlas)) { this._specularEnvironmentMapAtlas.update(frameState); } var recompileWithDefaultAtlas = !defined(this._specularEnvironmentMapAtlas) && defined(frameState.specularEnvironmentMaps) && !this._useDefaultSpecularMaps; var recompileWithoutDefaultAtlas = !defined(frameState.specularEnvironmentMaps) && this._useDefaultSpecularMaps; var recompileWithDefaultSHCoeffs = !defined(this._sphericalHarmonicCoefficients) && defined(frameState.sphericalHarmonicCoefficients) && !this._useDefaultSphericalHarmonics; var recompileWithoutDefaultSHCoeffs = !defined(frameState.sphericalHarmonicCoefficients) && this._useDefaultSphericalHarmonics; this._shouldRegenerateShaders = this._shouldRegenerateShaders || recompileWithDefaultAtlas || recompileWithoutDefaultAtlas || recompileWithDefaultSHCoeffs || recompileWithoutDefaultSHCoeffs; this._useDefaultSpecularMaps = !defined(this._specularEnvironmentMapAtlas) && defined(frameState.specularEnvironmentMaps); this._useDefaultSphericalHarmonics = !defined(this._sphericalHarmonicCoefficients) && defined(frameState.sphericalHarmonicCoefficients); var silhouette = hasSilhouette(this, frameState); var translucent = isTranslucent(this); var invisible = isInvisible(this); var displayConditionPassed = defined(this.distanceDisplayCondition) ? distanceDisplayConditionVisible(this, frameState) : true; var show = this.show && displayConditionPassed && (this.scale !== 0.0) && (!invisible || silhouette); if ((show && this._state === ModelState.LOADED) || justLoaded) { var animated = this.activeAnimations.update(frameState) || this._cesiumAnimationsDirty; this._cesiumAnimationsDirty = false; this._dirty = false; var modelMatrix = this.modelMatrix; var modeChanged = frameState.mode !== this._mode; this._mode = frameState.mode; // Model's model matrix needs to be updated var modelTransformChanged = !Matrix4.equals(this._modelMatrix, modelMatrix) || (this._scale !== this.scale) || (this._minimumPixelSize !== this.minimumPixelSize) || (this.minimumPixelSize !== 0.0) || // Minimum pixel size changed or is enabled (this._maximumScale !== this.maximumScale) || (this._heightReference !== this.heightReference) || this._heightChanged || modeChanged; if (modelTransformChanged || justLoaded) { Matrix4.clone(modelMatrix, this._modelMatrix); updateClamping(this); if (defined(this._clampedModelMatrix)) { modelMatrix = this._clampedModelMatrix; } this._scale = this.scale; this._minimumPixelSize = this.minimumPixelSize; this._maximumScale = this.maximumScale; this._heightReference = this.heightReference; this._heightChanged = false; var scale = getScale(this, frameState); var computedModelMatrix = this._computedModelMatrix; Matrix4.multiplyByUniformScale(modelMatrix, scale, computedModelMatrix); if (this._upAxis === Axis.Y) { Matrix4.multiplyTransformation(computedModelMatrix, Axis.Y_UP_TO_Z_UP, computedModelMatrix); } else if (this._upAxis === Axis.X) { Matrix4.multiplyTransformation(computedModelMatrix, Axis.X_UP_TO_Z_UP, computedModelMatrix); } if (this.forwardAxis === Axis.Z) { // glTF 2.0 has a Z-forward convention that must be adapted here to X-forward. Matrix4.multiplyTransformation(computedModelMatrix, Axis.Z_UP_TO_X_UP, computedModelMatrix); } } // Update modelMatrix throughout the graph as needed if (animated || modelTransformChanged || justLoaded) { updateNodeHierarchyModelMatrix(this, modelTransformChanged, justLoaded, frameState.mapProjection); this._dirty = true; if (animated || justLoaded) { // Apply skins if animation changed any node transforms applySkins(this); } } if (this._perNodeShowDirty) { this._perNodeShowDirty = false; updatePerNodeShow(this); } updatePickIds(this, context); updateWireframe(this); updateShowBoundingVolume(this); updateShadows(this); updateClippingPlanes(this, frameState); // Regenerate shaders if ClippingPlaneCollection state changed or it was removed var clippingPlanes = this._clippingPlanes; var currentClippingPlanesState = 0; var useClippingPlanes = defined(clippingPlanes) && clippingPlanes.enabled && clippingPlanes.length > 0; var usesSH = defined(this._sphericalHarmonicCoefficients) || this._useDefaultSphericalHarmonics; var usesSM = (defined(this._specularEnvironmentMapAtlas) && this._specularEnvironmentMapAtlas.ready) || this._useDefaultSpecularMaps; if (useClippingPlanes || usesSH || usesSM) { var clippingPlanesOriginMatrix = defaultValue(this.clippingPlanesOriginMatrix, modelMatrix); Matrix4.multiply(context.uniformState.view3D, clippingPlanesOriginMatrix, this._clippingPlaneModelViewMatrix); } if (useClippingPlanes) { currentClippingPlanesState = clippingPlanes.clippingPlanesState; } var shouldRegenerateShaders = this._shouldRegenerateShaders; shouldRegenerateShaders = shouldRegenerateShaders || this._clippingPlanesState !== currentClippingPlanesState; this._clippingPlanesState = currentClippingPlanesState; // Regenerate shaders if color shading changed from last update var currentlyColorShadingEnabled = isColorShadingEnabled(this); if (currentlyColorShadingEnabled !== this._colorShadingEnabled) { this._colorShadingEnabled = currentlyColorShadingEnabled; shouldRegenerateShaders = true; } if (shouldRegenerateShaders) { regenerateShaders(this, frameState); } else { updateColor(this, frameState, false); updateSilhouette(this, frameState, false); } } if (justLoaded) { // Called after modelMatrix update. var model = this; frameState.afterRender.push(function() { model._ready = true; model._readyPromise.resolve(model); }); return; } // We don't check show at the top of the function since we // want to be able to progressively load models when they are not shown, // and then have them visible immediately when show is set to true. if (show && !this._ignoreCommands) { // PERFORMANCE_IDEA: This is terrible var commandList = frameState.commandList; var passes = frameState.passes; var nodeCommands = this._nodeCommands; var length = nodeCommands.length; var i; var nc; var idl2D = frameState.mapProjection.ellipsoid.maximumRadius * CesiumMath.PI; var boundingVolume; if (passes.render || (passes.pick && this.allowPicking)) { for (i = 0; i < length; ++i) { nc = nodeCommands[i]; if (nc.show) { var command = translucent ? nc.translucentCommand : nc.command; command = silhouette ? nc.silhouetteModelCommand : command; commandList.push(command); boundingVolume = nc.command.boundingVolume; if (frameState.mode === SceneMode.SCENE2D && (boundingVolume.center.y + boundingVolume.radius > idl2D || boundingVolume.center.y - boundingVolume.radius < idl2D)) { var command2D = translucent ? nc.translucentCommand2D : nc.command2D; command2D = silhouette ? nc.silhouetteModelCommand2D : command2D; commandList.push(command2D); } } } if (silhouette && !passes.pick) { // Render second silhouette pass for (i = 0; i < length; ++i) { nc = nodeCommands[i]; if (nc.show) { commandList.push(nc.silhouetteColorCommand); boundingVolume = nc.command.boundingVolume; if (frameState.mode === SceneMode.SCENE2D && (boundingVolume.center.y + boundingVolume.radius > idl2D || boundingVolume.center.y - boundingVolume.radius < idl2D)) { commandList.push(nc.silhouetteColorCommand2D); } } } } } } var credit = this._credit; if (defined(credit)) { frameState.creditDisplay.addCredit(credit); } var resourceCredits = this._resourceCredits; var creditCount = resourceCredits.length; for (var c = 0; c < creditCount; c++) { frameState.creditDisplay.addCredit(resourceCredits[c]); } }; function destroyIfNotCached(rendererResources, cachedRendererResources) { if (rendererResources.programs !== cachedRendererResources.programs) { destroy(rendererResources.programs); } if (rendererResources.silhouettePrograms !== cachedRendererResources.silhouettePrograms) { destroy(rendererResources.silhouettePrograms); } } // Run from update iff: // - everything is loaded // - clipping planes state change OR color state set // Run this from destructor after removing color state and clipping plane state function regenerateShaders(model, frameState) { // In regards to _cachedRendererResources: // Fair to assume that this is data that should just never get modified due to clipping planes or model color. // So if clipping planes or model color active: // - delink _rendererResources.*programs and create new dictionaries. // - do NOT destroy any programs - might be used by copies of the model or by might be needed in the future if clipping planes/model color is deactivated // If clipping planes and model color inactive: // - destroy _rendererResources.*programs // - relink _rendererResources.*programs to _cachedRendererResources // In both cases, need to mark commands as dirty, re-run derived commands (elsewhere) var rendererResources = model._rendererResources; var cachedRendererResources = model._cachedRendererResources; destroyIfNotCached(rendererResources, cachedRendererResources); var programId; if (isClippingEnabled(model) || isColorShadingEnabled(model) || model._shouldRegenerateShaders) { model._shouldRegenerateShaders = false; rendererResources.programs = {}; rendererResources.silhouettePrograms = {}; var visitedPrograms = {}; var techniques = model._sourceTechniques; var technique; for (var techniqueId in techniques) { if (techniques.hasOwnProperty(techniqueId)) { technique = techniques[techniqueId]; programId = technique.program; if (!visitedPrograms[programId]) { visitedPrograms[programId] = true; recreateProgram({ programId: programId, techniqueId: techniqueId }, model, frameState.context); } } } } else { rendererResources.programs = cachedRendererResources.programs; rendererResources.silhouettePrograms = cachedRendererResources.silhouettePrograms; } // Fix all the commands, marking them as dirty so everything that derives will re-derive var rendererPrograms = rendererResources.programs; var nodeCommands = model._nodeCommands; var commandCount = nodeCommands.length; for (var i = 0; i < commandCount; ++i) { var nodeCommand = nodeCommands[i]; programId = nodeCommand.programId; var renderProgram = rendererPrograms[programId]; nodeCommand.command.shaderProgram = renderProgram; if (defined(nodeCommand.command2D)) { nodeCommand.command2D.shaderProgram = renderProgram; } } // Force update silhouette commands/shaders updateColor(model, frameState, true); updateSilhouette(model, frameState, true); } /** * Returns true if this object was destroyed; otherwise, false. *

* If this object was destroyed, it should not be used; calling any function other than * isDestroyed will result in a {@link DeveloperError} exception. * * @returns {Boolean} true if this object was destroyed; otherwise, false. * * @see Model#destroy */ Model.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. *

* Once an object is destroyed, it should not be used; calling any function other than * 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 * model = model && model.destroy(); * * @see Model#isDestroyed */ Model.prototype.destroy = function() { // Vertex arrays are unique to this model, destroy here. if (defined(this._precreatedAttributes)) { destroy(this._rendererResources.vertexArrays); } if (defined(this._removeUpdateHeightCallback)) { this._removeUpdateHeightCallback(); this._removeUpdateHeightCallback = undefined; } if (defined(this._terrainProviderChangedCallback)) { this._terrainProviderChangedCallback(); this._terrainProviderChangedCallback = undefined; } // Shaders modified for clipping and for color don't get cached, so destroy these manually if (defined(this._cachedRendererResources)) { destroyIfNotCached(this._rendererResources, this._cachedRendererResources); } this._rendererResources = undefined; this._cachedRendererResources = this._cachedRendererResources && this._cachedRendererResources.release(); DracoLoader.destroyCachedDataForModel(this); var pickIds = this._pickIds; var length = pickIds.length; for (var i = 0; i < length; ++i) { pickIds[i].destroy(); } releaseCachedGltf(this); this._quantizedVertexShaders = undefined; // Only destroy the ClippingPlaneCollection if this is the owner - if this model is part of a Cesium3DTileset, // _clippingPlanes references a ClippingPlaneCollection that this model does not own. var clippingPlaneCollection = this._clippingPlanes; if (defined(clippingPlaneCollection) && !clippingPlaneCollection.isDestroyed() && clippingPlaneCollection.owner === this) { clippingPlaneCollection.destroy(); } this._clippingPlanes = undefined; this._specularEnvironmentMapAtlas = this._specularEnvironmentMapAtlas && this._specularEnvironmentMapAtlas.destroy(); return destroyObject(this); }; // exposed for testing Model._getClippingFunction = getClippingFunction; Model._modifyShaderForColor = modifyShaderForColor; export default Model;