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