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 clone from '../Core/clone.js';
import Color from '../Core/Color.js';
import combine from '../Core/combine.js';
import ComponentDatatype from '../Core/ComponentDatatype.js';
import defaultValue from '../Core/defaultValue.js';
import defined from '../Core/defined.js';
import defineProperties from '../Core/defineProperties.js';
import destroyObject from '../Core/destroyObject.js';
import DeveloperError from '../Core/DeveloperError.js';
import EncodedCartesian3 from '../Core/EncodedCartesian3.js';
import FeatureDetection from '../Core/FeatureDetection.js';
import Geometry from '../Core/Geometry.js';
import GeometryAttribute from '../Core/GeometryAttribute.js';
import GeometryAttributes from '../Core/GeometryAttributes.js';
import GeometryOffsetAttribute from '../Core/GeometryOffsetAttribute.js';
import Intersect from '../Core/Intersect.js';
import isArray from '../Core/isArray.js';
import Matrix4 from '../Core/Matrix4.js';
import Plane from '../Core/Plane.js';
import RuntimeError from '../Core/RuntimeError.js';
import subdivideArray from '../Core/subdivideArray.js';
import TaskProcessor from '../Core/TaskProcessor.js';
import BufferUsage from '../Renderer/BufferUsage.js';
import ContextLimits from '../Renderer/ContextLimits.js';
import DrawCommand from '../Renderer/DrawCommand.js';
import Pass from '../Renderer/Pass.js';
import RenderState from '../Renderer/RenderState.js';
import ShaderProgram from '../Renderer/ShaderProgram.js';
import ShaderSource from '../Renderer/ShaderSource.js';
import VertexArray from '../Renderer/VertexArray.js';
import when from '../ThirdParty/when.js';
import BatchTable from './BatchTable.js';
import CullFace from './CullFace.js';
import DepthFunction from './DepthFunction.js';
import PrimitivePipeline from './PrimitivePipeline.js';
import PrimitiveState from './PrimitiveState.js';
import SceneMode from './SceneMode.js';
import ShadowMode from './ShadowMode.js';
/**
* A primitive represents geometry in the {@link Scene}. The geometry can be from a single {@link GeometryInstance}
* as shown in example 1 below, or from an array of instances, even if the geometry is from different
* geometry types, e.g., an {@link RectangleGeometry} and an {@link EllipsoidGeometry} as shown in Code Example 2.
*
* A primitive combines geometry instances with an {@link Appearance} that describes the full shading, including
* {@link Material} and {@link RenderState}. Roughly, the geometry instance defines the structure and placement,
* and the appearance defines the visual characteristics. Decoupling geometry and appearance allows us to mix
* and match most of them and add a new geometry or appearance independently of each other.
*
*
* Combining multiple instances into one primitive is called batching, and significantly improves performance for static data.
* Instances can be individually picked; {@link Scene#pick} returns their {@link GeometryInstance#id}. Using
* per-instance appearances like {@link PerInstanceColorAppearance}, each instance can also have a unique color.
*
*
* {@link Geometry} can either be created and batched on a web worker or the main thread. The first two examples
* show geometry that will be created on a web worker by using the descriptions of the geometry. The third example
* shows how to create the geometry on the main thread by explicitly calling the createGeometry
method.
*
*
* @alias Primitive
* @constructor
*
* @param {Object} [options] Object with the following properties:
* @param {GeometryInstance[]|GeometryInstance} [options.geometryInstances] The geometry instances - or a single geometry instance - to render.
* @param {Appearance} [options.appearance] The appearance used to render the primitive.
* @param {Appearance} [options.depthFailAppearance] The appearance used to shade this primitive when it fails the depth test.
* @param {Boolean} [options.show=true] Determines if this primitive will be shown.
* @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms the primitive (all geometry instances) from model to world coordinates.
* @param {Boolean} [options.vertexCacheOptimize=false] When true
, geometry vertices are optimized for the pre and post-vertex-shader caches.
* @param {Boolean} [options.interleave=false] When true
, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
* @param {Boolean} [options.compressVertices=true] When true
, the geometry vertices are compressed, which will save memory.
* @param {Boolean} [options.releaseGeometryInstances=true] When true
, the primitive does not keep a reference to the input geometryInstances
to save memory.
* @param {Boolean} [options.allowPicking=true] When true
, each geometry instance will only be pickable with {@link Scene#pick}. When false
, GPU memory is saved.
* @param {Boolean} [options.cull=true] When true
, the renderer frustum culls and horizon culls the primitive's commands based on their bounding volume. Set this to false
for a small performance gain if you are manually culling the primitive.
* @param {Boolean} [options.asynchronous=true] Determines if the primitive will be created asynchronously or block until ready.
* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
* @param {ShadowMode} [options.shadows=ShadowMode.DISABLED] Determines whether this primitive casts or receives shadows from each light source.
*
* @example
* // 1. Draw a translucent ellipse on the surface with a checkerboard pattern
* var instance = new Cesium.GeometryInstance({
* geometry : new Cesium.EllipseGeometry({
* center : Cesium.Cartesian3.fromDegrees(-100.0, 20.0),
* semiMinorAxis : 500000.0,
* semiMajorAxis : 1000000.0,
* rotation : Cesium.Math.PI_OVER_FOUR,
* vertexFormat : Cesium.VertexFormat.POSITION_AND_ST
* }),
* id : 'object returned when this instance is picked and to get/set per-instance attributes'
* });
* scene.primitives.add(new Cesium.Primitive({
* geometryInstances : instance,
* appearance : new Cesium.EllipsoidSurfaceAppearance({
* material : Cesium.Material.fromType('Checkerboard')
* })
* }));
*
* @example
* // 2. Draw different instances each with a unique color
* var rectangleInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.RectangleGeometry({
* rectangle : Cesium.Rectangle.fromDegrees(-140.0, 30.0, -100.0, 40.0),
* vertexFormat : Cesium.PerInstanceColorAppearance.VERTEX_FORMAT
* }),
* id : 'rectangle',
* attributes : {
* color : new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5)
* }
* });
* var ellipsoidInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.EllipsoidGeometry({
* radii : new Cesium.Cartesian3(500000.0, 500000.0, 1000000.0),
* vertexFormat : Cesium.VertexFormat.POSITION_AND_NORMAL
* }),
* modelMatrix : Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(
* Cesium.Cartesian3.fromDegrees(-95.59777, 40.03883)), new Cesium.Cartesian3(0.0, 0.0, 500000.0), new Cesium.Matrix4()),
* id : 'ellipsoid',
* attributes : {
* color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.AQUA)
* }
* });
* scene.primitives.add(new Cesium.Primitive({
* geometryInstances : [rectangleInstance, ellipsoidInstance],
* appearance : new Cesium.PerInstanceColorAppearance()
* }));
*
* @example
* // 3. Create the geometry on the main thread.
* scene.primitives.add(new Cesium.Primitive({
* geometryInstances : new Cesium.GeometryInstance({
* geometry : Cesium.EllipsoidGeometry.createGeometry(new Cesium.EllipsoidGeometry({
* radii : new Cesium.Cartesian3(500000.0, 500000.0, 1000000.0),
* vertexFormat : Cesium.VertexFormat.POSITION_AND_NORMAL
* })),
* modelMatrix : Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(
* Cesium.Cartesian3.fromDegrees(-95.59777, 40.03883)), new Cesium.Cartesian3(0.0, 0.0, 500000.0), new Cesium.Matrix4()),
* id : 'ellipsoid',
* attributes : {
* color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.AQUA)
* }
* }),
* appearance : new Cesium.PerInstanceColorAppearance()
* }));
*
* @see GeometryInstance
* @see Appearance
* @see ClassificationPrimitive
* @see GroundPrimitive
*/
function Primitive(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
/**
* The geometry instances rendered with this primitive. This may
* be undefined
if options.releaseGeometryInstances
* is true
when the primitive is constructed.
*
* Changing this property after the primitive is rendered has no effect.
*
*
* @readonly
* @type GeometryInstance[]|GeometryInstance
*
* @default undefined
*/
this.geometryInstances = options.geometryInstances;
/**
* The {@link Appearance} used to shade this primitive. Each geometry
* instance is shaded with the same appearance. Some appearances, like
* {@link PerInstanceColorAppearance} allow giving each instance unique
* properties.
*
* @type Appearance
*
* @default undefined
*/
this.appearance = options.appearance;
this._appearance = undefined;
this._material = undefined;
/**
* The {@link Appearance} used to shade this primitive when it fails the depth test. Each geometry
* instance is shaded with the same appearance. Some appearances, like
* {@link PerInstanceColorAppearance} allow giving each instance unique
* properties.
*
*
* When using an appearance that requires a color attribute, like PerInstanceColorAppearance,
* add a depthFailColor per-instance attribute instead.
*
*
*
* Requires the EXT_frag_depth WebGL extension to render properly. If the extension is not supported,
* there may be artifacts.
*
* @type Appearance
*
* @default undefined
*/
this.depthFailAppearance = options.depthFailAppearance;
this._depthFailAppearance = undefined;
this._depthFailMaterial = undefined;
/**
* The 4x4 transformation matrix that transforms the primitive (all geometry instances) from model to world coordinates.
* When this is the identity matrix, the primitive 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}.
*
*
* This property is only supported in 3D mode.
*
*
* @type Matrix4
*
* @default Matrix4.IDENTITY
*
* @example
* var origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0);
* p.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin);
*/
this.modelMatrix = Matrix4.clone(defaultValue(options.modelMatrix, Matrix4.IDENTITY));
this._modelMatrix = new Matrix4();
/**
* Determines if the primitive will be shown. This affects all geometry
* instances in the primitive.
*
* @type Boolean
*
* @default true
*/
this.show = defaultValue(options.show, true);
this._vertexCacheOptimize = defaultValue(options.vertexCacheOptimize, false);
this._interleave = defaultValue(options.interleave, false);
this._releaseGeometryInstances = defaultValue(options.releaseGeometryInstances, true);
this._allowPicking = defaultValue(options.allowPicking, true);
this._asynchronous = defaultValue(options.asynchronous, true);
this._compressVertices = defaultValue(options.compressVertices, true);
/**
* When true
, the renderer frustum culls and horizon culls the primitive's commands
* based on their bounding volume. Set this to false
for a small performance gain
* if you are manually culling the primitive.
*
* @type {Boolean}
*
* @default true
*/
this.cull = defaultValue(options.cull, true);
/**
* 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 primitive.
*
*
* @type {Boolean}
*
* @default false
*/
this.debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false);
/**
* @private
*/
this.rtcCenter = options.rtcCenter;
//>>includeStart('debug', pragmas.debug);
if (defined(this.rtcCenter) && (!defined(this.geometryInstances) || (isArray(this.geometryInstances) && this.geometryInstances.length !== 1))) {
throw new DeveloperError('Relative-to-center rendering only supports one geometry instance.');
}
//>>includeEnd('debug');
/**
* Determines whether this primitive casts or receives shadows from each light source.
*
* @type {ShadowMode}
*
* @default ShadowMode.DISABLED
*/
this.shadows = defaultValue(options.shadows, ShadowMode.DISABLED);
this._translucent = undefined;
this._state = PrimitiveState.READY;
this._geometries = [];
this._error = undefined;
this._numberOfInstances = 0;
this._boundingSpheres = [];
this._boundingSphereWC = [];
this._boundingSphereCV = [];
this._boundingSphere2D = [];
this._boundingSphereMorph = [];
this._perInstanceAttributeCache = [];
this._instanceIds = [];
this._lastPerInstanceAttributeIndex = 0;
this._va = [];
this._attributeLocations = undefined;
this._primitiveType = undefined;
this._frontFaceRS = undefined;
this._backFaceRS = undefined;
this._sp = undefined;
this._depthFailAppearance = undefined;
this._spDepthFail = undefined;
this._frontFaceDepthFailRS = undefined;
this._backFaceDepthFailRS = undefined;
this._pickIds = [];
this._colorCommands = [];
this._pickCommands = [];
this._readOnlyInstanceAttributes = options._readOnlyInstanceAttributes;
this._createBoundingVolumeFunction = options._createBoundingVolumeFunction;
this._createRenderStatesFunction = options._createRenderStatesFunction;
this._createShaderProgramFunction = options._createShaderProgramFunction;
this._createCommandsFunction = options._createCommandsFunction;
this._updateAndQueueCommandsFunction = options._updateAndQueueCommandsFunction;
this._createPickOffsets = options._createPickOffsets;
this._pickOffsets = undefined;
this._createGeometryResults = undefined;
this._ready = false;
this._readyPromise = when.defer();
this._batchTable = undefined;
this._batchTableAttributeIndices = undefined;
this._offsetInstanceExtend = undefined;
this._batchTableOffsetAttribute2DIndex = undefined;
this._batchTableOffsetsUpdated = false;
this._instanceBoundingSpheres = undefined;
this._instanceBoundingSpheresCV = undefined;
this._tempBoundingSpheres = undefined;
this._recomputeBoundingSpheres = false;
this._batchTableBoundingSpheresUpdated = false;
this._batchTableBoundingSphereAttributeIndices = undefined;
}
defineProperties(Primitive.prototype, {
/**
* When true
, geometry vertices are optimized for the pre and post-vertex-shader caches.
*
* @memberof Primitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
vertexCacheOptimize : {
get : function() {
return this._vertexCacheOptimize;
}
},
/**
* Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
*
* @memberof Primitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default false
*/
interleave : {
get : function() {
return this._interleave;
}
},
/**
* When true
, the primitive does not keep a reference to the input geometryInstances
to save memory.
*
* @memberof Primitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
releaseGeometryInstances : {
get : function() {
return this._releaseGeometryInstances;
}
},
/**
* When true
, each geometry instance will only be pickable with {@link Scene#pick}. When false
, GPU memory is saved. *
*
* @memberof Primitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
allowPicking : {
get : function() {
return this._allowPicking;
}
},
/**
* Determines if the geometry instances will be created and batched on a web worker.
*
* @memberof Primitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
asynchronous : {
get : function() {
return this._asynchronous;
}
},
/**
* When true
, geometry vertices are compressed, which will save memory.
*
* @memberof Primitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
compressVertices : {
get : function() {
return this._compressVertices;
}
},
/**
* Determines if the primitive is complete and ready to render. If this property is
* true, the primitive will be rendered the next time that {@link Primitive#update}
* is called.
*
* @memberof Primitive.prototype
*
* @type {Boolean}
* @readonly
*/
ready : {
get : function() {
return this._ready;
}
},
/**
* Gets a promise that resolves when the primitive is ready to render.
* @memberof Primitive.prototype
* @type {Promise.}
* @readonly
*/
readyPromise : {
get : function() {
return this._readyPromise.promise;
}
}
});
function getCommonPerInstanceAttributeNames(instances) {
var length = instances.length;
var attributesInAllInstances = [];
var attributes0 = instances[0].attributes;
var name;
for (name in attributes0) {
if (attributes0.hasOwnProperty(name) && defined(attributes0[name])) {
var attribute = attributes0[name];
var inAllInstances = true;
// Does this same attribute exist in all instances?
for (var i = 1; i < length; ++i) {
var otherAttribute = instances[i].attributes[name];
if (!defined(otherAttribute) ||
(attribute.componentDatatype !== otherAttribute.componentDatatype) ||
(attribute.componentsPerAttribute !== otherAttribute.componentsPerAttribute) ||
(attribute.normalize !== otherAttribute.normalize)) {
inAllInstances = false;
break;
}
}
if (inAllInstances) {
attributesInAllInstances.push(name);
}
}
}
return attributesInAllInstances;
}
var scratchGetAttributeCartesian2 = new Cartesian2();
var scratchGetAttributeCartesian3 = new Cartesian3();
var scratchGetAttributeCartesian4 = new Cartesian4();
function getAttributeValue(value) {
var componentsPerAttribute = value.length;
if (componentsPerAttribute === 1) {
return value[0];
} else if (componentsPerAttribute === 2) {
return Cartesian2.unpack(value, 0, scratchGetAttributeCartesian2);
} else if (componentsPerAttribute === 3) {
return Cartesian3.unpack(value, 0, scratchGetAttributeCartesian3);
} else if (componentsPerAttribute === 4) {
return Cartesian4.unpack(value, 0, scratchGetAttributeCartesian4);
}
}
function createBatchTable(primitive, context) {
var geometryInstances = primitive.geometryInstances;
var instances = (isArray(geometryInstances)) ? geometryInstances : [geometryInstances];
var numberOfInstances = instances.length;
if (numberOfInstances === 0) {
return;
}
var names = getCommonPerInstanceAttributeNames(instances);
var length = names.length;
var attributes = [];
var attributeIndices = {};
var boundingSphereAttributeIndices = {};
var offset2DIndex;
var firstInstance = instances[0];
var instanceAttributes = firstInstance.attributes;
var i;
var name;
var attribute;
for (i = 0; i < length; ++i) {
name = names[i];
attribute = instanceAttributes[name];
attributeIndices[name] = i;
attributes.push({
functionName : 'czm_batchTable_' + name,
componentDatatype : attribute.componentDatatype,
componentsPerAttribute : attribute.componentsPerAttribute,
normalize : attribute.normalize
});
}
if (names.indexOf('distanceDisplayCondition') !== -1) {
attributes.push({
functionName : 'czm_batchTable_boundingSphereCenter3DHigh',
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 3
}, {
functionName : 'czm_batchTable_boundingSphereCenter3DLow',
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 3
}, {
functionName : 'czm_batchTable_boundingSphereCenter2DHigh',
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 3
}, {
functionName : 'czm_batchTable_boundingSphereCenter2DLow',
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 3
}, {
functionName : 'czm_batchTable_boundingSphereRadius',
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 1
});
boundingSphereAttributeIndices.center3DHigh = attributes.length - 5;
boundingSphereAttributeIndices.center3DLow = attributes.length - 4;
boundingSphereAttributeIndices.center2DHigh = attributes.length - 3;
boundingSphereAttributeIndices.center2DLow = attributes.length - 2;
boundingSphereAttributeIndices.radius = attributes.length - 1;
}
if (names.indexOf('offset') !== -1) {
attributes.push({
functionName : 'czm_batchTable_offset2D',
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 3
});
offset2DIndex = attributes.length - 1;
}
attributes.push({
functionName : 'czm_batchTable_pickColor',
componentDatatype : ComponentDatatype.UNSIGNED_BYTE,
componentsPerAttribute : 4,
normalize : true
});
var attributesLength = attributes.length;
var batchTable = new BatchTable(context, attributes, numberOfInstances);
for (i = 0; i < numberOfInstances; ++i) {
var instance = instances[i];
instanceAttributes = instance.attributes;
for (var j = 0; j < length; ++j) {
name = names[j];
attribute = instanceAttributes[name];
var value = getAttributeValue(attribute.value);
var attributeIndex = attributeIndices[name];
batchTable.setBatchedAttribute(i, attributeIndex, value);
}
var pickObject = {
primitive : defaultValue(instance.pickPrimitive, primitive)
};
if (defined(instance.id)) {
pickObject.id = instance.id;
}
var pickId = context.createPickId(pickObject);
primitive._pickIds.push(pickId);
var pickColor = pickId.color;
var color = scratchGetAttributeCartesian4;
color.x = Color.floatToByte(pickColor.red);
color.y = Color.floatToByte(pickColor.green);
color.z = Color.floatToByte(pickColor.blue);
color.w = Color.floatToByte(pickColor.alpha);
batchTable.setBatchedAttribute(i, attributesLength - 1, color);
}
primitive._batchTable = batchTable;
primitive._batchTableAttributeIndices = attributeIndices;
primitive._batchTableBoundingSphereAttributeIndices = boundingSphereAttributeIndices;
primitive._batchTableOffsetAttribute2DIndex = offset2DIndex;
}
function cloneAttribute(attribute) {
var clonedValues;
if (isArray(attribute.values)) {
clonedValues = attribute.values.slice(0);
} else {
clonedValues = new attribute.values.constructor(attribute.values);
}
return new GeometryAttribute({
componentDatatype : attribute.componentDatatype,
componentsPerAttribute : attribute.componentsPerAttribute,
normalize : attribute.normalize,
values : clonedValues
});
}
function cloneGeometry(geometry) {
var attributes = geometry.attributes;
var newAttributes = new GeometryAttributes();
for (var property in attributes) {
if (attributes.hasOwnProperty(property) && defined(attributes[property])) {
newAttributes[property] = cloneAttribute(attributes[property]);
}
}
var indices;
if (defined(geometry.indices)) {
var sourceValues = geometry.indices;
if (isArray(sourceValues)) {
indices = sourceValues.slice(0);
} else {
indices = new sourceValues.constructor(sourceValues);
}
}
return new Geometry({
attributes : newAttributes,
indices : indices,
primitiveType : geometry.primitiveType,
boundingSphere : BoundingSphere.clone(geometry.boundingSphere)
});
}
function cloneInstance(instance, geometry) {
return {
geometry : geometry,
attributes: instance.attributes,
modelMatrix : Matrix4.clone(instance.modelMatrix),
pickPrimitive : instance.pickPrimitive,
id : instance.id
};
}
var positionRegex = /attribute\s+vec(?:3|4)\s+(.*)3DHigh;/g;
Primitive._modifyShaderPosition = function(primitive, vertexShaderSource, scene3DOnly) {
var match;
var forwardDecl = '';
var attributes = '';
var computeFunctions = '';
while ((match = positionRegex.exec(vertexShaderSource)) !== null) {
var name = match[1];
var functionName = 'vec4 czm_compute' + name[0].toUpperCase() + name.substr(1) + '()';
// Don't forward-declare czm_computePosition because computePosition.glsl already does.
if (functionName !== 'vec4 czm_computePosition()') {
forwardDecl += functionName + ';\n';
}
if (!defined(primitive.rtcCenter)) {
// Use GPU RTE
if (!scene3DOnly) {
attributes +=
'attribute vec3 ' + name + '2DHigh;\n' +
'attribute vec3 ' + name + '2DLow;\n';
computeFunctions +=
functionName + '\n' +
'{\n' +
' vec4 p;\n' +
' if (czm_morphTime == 1.0)\n' +
' {\n' +
' p = czm_translateRelativeToEye(' + name + '3DHigh, ' + name + '3DLow);\n' +
' }\n' +
' else if (czm_morphTime == 0.0)\n' +
' {\n' +
' p = czm_translateRelativeToEye(' + name + '2DHigh.zxy, ' + name + '2DLow.zxy);\n' +
' }\n' +
' else\n' +
' {\n' +
' p = czm_columbusViewMorph(\n' +
' czm_translateRelativeToEye(' + name + '2DHigh.zxy, ' + name + '2DLow.zxy),\n' +
' czm_translateRelativeToEye(' + name + '3DHigh, ' + name + '3DLow),\n' +
' czm_morphTime);\n' +
' }\n' +
' return p;\n' +
'}\n\n';
} else {
computeFunctions +=
functionName + '\n' +
'{\n' +
' return czm_translateRelativeToEye(' + name + '3DHigh, ' + name + '3DLow);\n' +
'}\n\n';
}
} else {
// Use RTC
vertexShaderSource = vertexShaderSource.replace(/attribute\s+vec(?:3|4)\s+position3DHigh;/g, '');
vertexShaderSource = vertexShaderSource.replace(/attribute\s+vec(?:3|4)\s+position3DLow;/g, '');
forwardDecl += 'uniform mat4 u_modifiedModelView;\n';
attributes += 'attribute vec4 position;\n';
computeFunctions +=
functionName + '\n' +
'{\n' +
' return u_modifiedModelView * position;\n' +
'}\n\n';
vertexShaderSource = vertexShaderSource.replace(/czm_modelViewRelativeToEye\s+\*\s+/g, '');
vertexShaderSource = vertexShaderSource.replace(/czm_modelViewProjectionRelativeToEye/g, 'czm_projection');
}
}
return [forwardDecl, attributes, vertexShaderSource, computeFunctions].join('\n');
};
Primitive._appendShowToShader = function(primitive, vertexShaderSource) {
if (!defined(primitive._batchTableAttributeIndices.show)) {
return vertexShaderSource;
}
var renamedVS = ShaderSource.replaceMain(vertexShaderSource, 'czm_non_show_main');
var showMain =
'void main() \n' +
'{ \n' +
' czm_non_show_main(); \n' +
' gl_Position *= czm_batchTable_show(batchId); \n' +
'}';
return renamedVS + '\n' + showMain;
};
Primitive._updateColorAttribute = function(primitive, vertexShaderSource, isDepthFail) {
// some appearances have a color attribute for per vertex color.
// only remove if color is a per instance attribute.
if (!defined(primitive._batchTableAttributeIndices.color) && !defined(primitive._batchTableAttributeIndices.depthFailColor)) {
return vertexShaderSource;
}
if (vertexShaderSource.search(/attribute\s+vec4\s+color;/g) === -1) {
return vertexShaderSource;
}
//>>includeStart('debug', pragmas.debug);
if (isDepthFail && !defined(primitive._batchTableAttributeIndices.depthFailColor)) {
throw new DeveloperError('A depthFailColor per-instance attribute is required when using a depth fail appearance that uses a color attribute.');
}
//>>includeEnd('debug');
var modifiedVS = vertexShaderSource;
modifiedVS = modifiedVS.replace(/attribute\s+vec4\s+color;/g, '');
if (!isDepthFail) {
modifiedVS = modifiedVS.replace(/(\b)color(\b)/g, '$1czm_batchTable_color(batchId)$2');
} else {
modifiedVS = modifiedVS.replace(/(\b)color(\b)/g, '$1czm_batchTable_depthFailColor(batchId)$2');
}
return modifiedVS;
};
function appendPickToVertexShader(source) {
var renamedVS = ShaderSource.replaceMain(source, 'czm_non_pick_main');
var pickMain = 'varying vec4 v_pickColor; \n' +
'void main() \n' +
'{ \n' +
' czm_non_pick_main(); \n' +
' v_pickColor = czm_batchTable_pickColor(batchId); \n' +
'}';
return renamedVS + '\n' + pickMain;
}
function appendPickToFragmentShader(source) {
return 'varying vec4 v_pickColor;\n' + source;
}
Primitive._updatePickColorAttribute = function(source) {
var vsPick = source.replace(/attribute\s+vec4\s+pickColor;/g, '');
vsPick = vsPick.replace(/(\b)pickColor(\b)/g, '$1czm_batchTable_pickColor(batchId)$2');
return vsPick;
};
Primitive._appendOffsetToShader = function(primitive, vertexShaderSource) {
if (!defined(primitive._batchTableAttributeIndices.offset)) {
return vertexShaderSource;
}
var attr = 'attribute float batchId;\n';
attr += 'attribute float applyOffset;';
var modifiedShader = vertexShaderSource.replace(/attribute\s+float\s+batchId;/g, attr);
var str = 'vec4 $1 = czm_computePosition();\n';
str += ' if (czm_sceneMode == czm_sceneMode3D)\n';
str += ' {\n';
str += ' $1 = $1 + vec4(czm_batchTable_offset(batchId) * applyOffset, 0.0);';
str += ' }\n';
str += ' else\n';
str += ' {\n';
str += ' $1 = $1 + vec4(czm_batchTable_offset2D(batchId) * applyOffset, 0.0);';
str += ' }\n';
modifiedShader = modifiedShader.replace(/vec4\s+([A-Za-z0-9_]+)\s+=\s+czm_computePosition\(\);/g, str);
return modifiedShader;
};
Primitive._appendDistanceDisplayConditionToShader = function(primitive, vertexShaderSource, scene3DOnly) {
if (!defined(primitive._batchTableAttributeIndices.distanceDisplayCondition)) {
return vertexShaderSource;
}
var renamedVS = ShaderSource.replaceMain(vertexShaderSource, 'czm_non_distanceDisplayCondition_main');
var distanceDisplayConditionMain =
'void main() \n' +
'{ \n' +
' czm_non_distanceDisplayCondition_main(); \n' +
' vec2 distanceDisplayCondition = czm_batchTable_distanceDisplayCondition(batchId);\n' +
' vec3 boundingSphereCenter3DHigh = czm_batchTable_boundingSphereCenter3DHigh(batchId);\n' +
' vec3 boundingSphereCenter3DLow = czm_batchTable_boundingSphereCenter3DLow(batchId);\n' +
' float boundingSphereRadius = czm_batchTable_boundingSphereRadius(batchId);\n';
if (!scene3DOnly) {
distanceDisplayConditionMain +=
' vec3 boundingSphereCenter2DHigh = czm_batchTable_boundingSphereCenter2DHigh(batchId);\n' +
' vec3 boundingSphereCenter2DLow = czm_batchTable_boundingSphereCenter2DLow(batchId);\n' +
' vec4 centerRTE;\n' +
' if (czm_morphTime == 1.0)\n' +
' {\n' +
' centerRTE = czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow);\n' +
' }\n' +
' else if (czm_morphTime == 0.0)\n' +
' {\n' +
' centerRTE = czm_translateRelativeToEye(boundingSphereCenter2DHigh.zxy, boundingSphereCenter2DLow.zxy);\n' +
' }\n' +
' else\n' +
' {\n' +
' centerRTE = czm_columbusViewMorph(\n' +
' czm_translateRelativeToEye(boundingSphereCenter2DHigh.zxy, boundingSphereCenter2DLow.zxy),\n' +
' czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow),\n' +
' czm_morphTime);\n' +
' }\n';
} else {
distanceDisplayConditionMain +=
' vec4 centerRTE = czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow);\n';
}
distanceDisplayConditionMain +=
' float radiusSq = boundingSphereRadius * boundingSphereRadius; \n' +
' float distanceSq; \n' +
' if (czm_sceneMode == czm_sceneMode2D) \n' +
' { \n' +
' distanceSq = czm_eyeHeight2D.y - radiusSq; \n' +
' } \n' +
' else \n' +
' { \n' +
' distanceSq = dot(centerRTE.xyz, centerRTE.xyz) - radiusSq; \n' +
' } \n' +
' distanceSq = max(distanceSq, 0.0); \n' +
' float nearSq = distanceDisplayCondition.x * distanceDisplayCondition.x; \n' +
' float farSq = distanceDisplayCondition.y * distanceDisplayCondition.y; \n' +
' float show = (distanceSq >= nearSq && distanceSq <= farSq) ? 1.0 : 0.0; \n' +
' gl_Position *= show; \n' +
'}';
return renamedVS + '\n' + distanceDisplayConditionMain;
};
function modifyForEncodedNormals(primitive, vertexShaderSource) {
if (!primitive.compressVertices) {
return vertexShaderSource;
}
var containsNormal = vertexShaderSource.search(/attribute\s+vec3\s+normal;/g) !== -1;
var containsSt = vertexShaderSource.search(/attribute\s+vec2\s+st;/g) !== -1;
if (!containsNormal && !containsSt) {
return vertexShaderSource;
}
var containsTangent = vertexShaderSource.search(/attribute\s+vec3\s+tangent;/g) !== -1;
var containsBitangent = vertexShaderSource.search(/attribute\s+vec3\s+bitangent;/g) !== -1;
var numComponents = containsSt && containsNormal ? 2.0 : 1.0;
numComponents += containsTangent || containsBitangent ? 1 : 0;
var type = (numComponents > 1) ? 'vec' + numComponents : 'float';
var attributeName = 'compressedAttributes';
var attributeDecl = 'attribute ' + type + ' ' + attributeName + ';';
var globalDecl = '';
var decode = '';
if (containsSt) {
globalDecl += 'vec2 st;\n';
var stComponent = numComponents > 1 ? attributeName + '.x' : attributeName;
decode += ' st = czm_decompressTextureCoordinates(' + stComponent + ');\n';
}
if (containsNormal && containsTangent && containsBitangent) {
globalDecl +=
'vec3 normal;\n' +
'vec3 tangent;\n' +
'vec3 bitangent;\n';
decode += ' czm_octDecode(' + attributeName + '.' + (containsSt ? 'yz' : 'xy') + ', normal, tangent, bitangent);\n';
} else {
if (containsNormal) {
globalDecl += 'vec3 normal;\n';
decode += ' normal = czm_octDecode(' + attributeName + (numComponents > 1 ? '.' + (containsSt ? 'y' : 'x') : '') + ');\n';
}
if (containsTangent) {
globalDecl += 'vec3 tangent;\n';
decode += ' tangent = czm_octDecode(' + attributeName + '.' + (containsSt && containsNormal ? 'z' : 'y') + ');\n';
}
if (containsBitangent) {
globalDecl += 'vec3 bitangent;\n';
decode += ' bitangent = czm_octDecode(' + attributeName + '.' + (containsSt && containsNormal ? 'z' : 'y') + ');\n';
}
}
var modifiedVS = vertexShaderSource;
modifiedVS = modifiedVS.replace(/attribute\s+vec3\s+normal;/g, '');
modifiedVS = modifiedVS.replace(/attribute\s+vec2\s+st;/g, '');
modifiedVS = modifiedVS.replace(/attribute\s+vec3\s+tangent;/g, '');
modifiedVS = modifiedVS.replace(/attribute\s+vec3\s+bitangent;/g, '');
modifiedVS = ShaderSource.replaceMain(modifiedVS, 'czm_non_compressed_main');
var compressedMain =
'void main() \n' +
'{ \n' +
decode +
' czm_non_compressed_main(); \n' +
'}';
return [attributeDecl, globalDecl, modifiedVS, compressedMain].join('\n');
}
function depthClampVS(vertexShaderSource) {
var modifiedVS = ShaderSource.replaceMain(vertexShaderSource, 'czm_non_depth_clamp_main');
// The varying should be surround by #ifdef GL_EXT_frag_depth as an optimization.
// It is not to workaround an issue with Edge:
// https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/12120362/
modifiedVS +=
'varying float v_WindowZ;\n' +
'void main() {\n' +
' czm_non_depth_clamp_main();\n' +
' vec4 position = gl_Position;\n' +
' v_WindowZ = (0.5 * (position.z / position.w) + 0.5) * position.w;\n' +
' position.z = min(position.z, position.w);\n' +
' gl_Position = position;\n' +
'}\n';
return modifiedVS;
}
function depthClampFS(fragmentShaderSource) {
var modifiedFS = ShaderSource.replaceMain(fragmentShaderSource, 'czm_non_depth_clamp_main');
modifiedFS +=
'varying float v_WindowZ;\n' +
'void main() {\n' +
' czm_non_depth_clamp_main();\n' +
'#if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)\n' +
' gl_FragDepthEXT = min(v_WindowZ * gl_FragCoord.w, 1.0);\n' +
'#endif\n' +
'}\n';
modifiedFS =
'#ifdef GL_EXT_frag_depth\n' +
'#extension GL_EXT_frag_depth : enable\n' +
'#endif\n' +
modifiedFS;
return modifiedFS;
}
function validateShaderMatching(shaderProgram, attributeLocations) {
// For a VAO and shader program to be compatible, the VAO must have
// all active attribute in the shader program. The VAO may have
// extra attributes with the only concern being a potential
// performance hit due to extra memory bandwidth and cache pollution.
// The shader source could have extra attributes that are not used,
// but there is no guarantee they will be optimized out.
//
// Here, we validate that the VAO has all attributes required
// to match the shader program.
var shaderAttributes = shaderProgram.vertexAttributes;
//>>includeStart('debug', pragmas.debug);
for (var name in shaderAttributes) {
if (shaderAttributes.hasOwnProperty(name)) {
if (!defined(attributeLocations[name])) {
throw new DeveloperError('Appearance/Geometry mismatch. The appearance requires vertex shader attribute input \'' + name +
'\', which was not computed as part of the Geometry. Use the appearance\'s vertexFormat property when constructing the geometry.');
}
}
}
//>>includeEnd('debug');
}
function getUniformFunction(uniforms, name) {
return function() {
return uniforms[name];
};
}
var numberOfCreationWorkers = Math.max(FeatureDetection.hardwareConcurrency - 1, 1);
var createGeometryTaskProcessors;
var combineGeometryTaskProcessor = new TaskProcessor('combineGeometry', Number.POSITIVE_INFINITY);
function loadAsynchronous(primitive, frameState) {
var instances;
var geometry;
var i;
var j;
var instanceIds = primitive._instanceIds;
if (primitive._state === PrimitiveState.READY) {
instances = (isArray(primitive.geometryInstances)) ? primitive.geometryInstances : [primitive.geometryInstances];
var length = primitive._numberOfInstances = instances.length;
var promises = [];
var subTasks = [];
for (i = 0; i < length; ++i) {
geometry = instances[i].geometry;
instanceIds.push(instances[i].id);
//>>includeStart('debug', pragmas.debug);
if (!defined(geometry._workerName)) {
throw new DeveloperError('_workerName must be defined for asynchronous geometry.');
}
//>>includeEnd('debug');
subTasks.push({
moduleName : geometry._workerName,
geometry : geometry
});
}
if (!defined(createGeometryTaskProcessors)) {
createGeometryTaskProcessors = new Array(numberOfCreationWorkers);
for (i = 0; i < numberOfCreationWorkers; i++) {
createGeometryTaskProcessors[i] = new TaskProcessor('createGeometry', Number.POSITIVE_INFINITY);
}
}
var subTask;
subTasks = subdivideArray(subTasks, numberOfCreationWorkers);
for (i = 0; i < subTasks.length; i++) {
var packedLength = 0;
var workerSubTasks = subTasks[i];
var workerSubTasksLength = workerSubTasks.length;
for (j = 0; j < workerSubTasksLength; ++j) {
subTask = workerSubTasks[j];
geometry = subTask.geometry;
if (defined(geometry.constructor.pack)) {
subTask.offset = packedLength;
packedLength += defaultValue(geometry.constructor.packedLength, geometry.packedLength);
}
}
var subTaskTransferableObjects;
if (packedLength > 0) {
var array = new Float64Array(packedLength);
subTaskTransferableObjects = [array.buffer];
for (j = 0; j < workerSubTasksLength; ++j) {
subTask = workerSubTasks[j];
geometry = subTask.geometry;
if (defined(geometry.constructor.pack)) {
geometry.constructor.pack(geometry, array, subTask.offset);
subTask.geometry = array;
}
}
}
promises.push(createGeometryTaskProcessors[i].scheduleTask({
subTasks : subTasks[i]
}, subTaskTransferableObjects));
}
primitive._state = PrimitiveState.CREATING;
when.all(promises, function(results) {
primitive._createGeometryResults = results;
primitive._state = PrimitiveState.CREATED;
}).otherwise(function(error) {
setReady(primitive, frameState, PrimitiveState.FAILED, error);
});
} else if (primitive._state === PrimitiveState.CREATED) {
var transferableObjects = [];
instances = (isArray(primitive.geometryInstances)) ? primitive.geometryInstances : [primitive.geometryInstances];
var scene3DOnly = frameState.scene3DOnly;
var projection = frameState.mapProjection;
var promise = combineGeometryTaskProcessor.scheduleTask(PrimitivePipeline.packCombineGeometryParameters({
createGeometryResults : primitive._createGeometryResults,
instances : instances,
ellipsoid : projection.ellipsoid,
projection : projection,
elementIndexUintSupported : frameState.context.elementIndexUint,
scene3DOnly : scene3DOnly,
vertexCacheOptimize : primitive.vertexCacheOptimize,
compressVertices : primitive.compressVertices,
modelMatrix : primitive.modelMatrix,
createPickOffsets : primitive._createPickOffsets
}, transferableObjects), transferableObjects);
primitive._createGeometryResults = undefined;
primitive._state = PrimitiveState.COMBINING;
when(promise, function(packedResult) {
var result = PrimitivePipeline.unpackCombineGeometryResults(packedResult);
primitive._geometries = result.geometries;
primitive._attributeLocations = result.attributeLocations;
primitive.modelMatrix = Matrix4.clone(result.modelMatrix, primitive.modelMatrix);
primitive._pickOffsets = result.pickOffsets;
primitive._offsetInstanceExtend = result.offsetInstanceExtend;
primitive._instanceBoundingSpheres = result.boundingSpheres;
primitive._instanceBoundingSpheresCV = result.boundingSpheresCV;
if (defined(primitive._geometries) && primitive._geometries.length > 0) {
primitive._recomputeBoundingSpheres = true;
primitive._state = PrimitiveState.COMBINED;
} else {
setReady(primitive, frameState, PrimitiveState.FAILED, undefined);
}
}).otherwise(function(error) {
setReady(primitive, frameState, PrimitiveState.FAILED, error);
});
}
}
function loadSynchronous(primitive, frameState) {
var instances = (isArray(primitive.geometryInstances)) ? primitive.geometryInstances : [primitive.geometryInstances];
var length = primitive._numberOfInstances = instances.length;
var clonedInstances = new Array(length);
var instanceIds = primitive._instanceIds;
var instance;
var i;
var geometryIndex = 0;
for (i = 0; i < length; i++) {
instance = instances[i];
var geometry = instance.geometry;
var createdGeometry;
if (defined(geometry.attributes) && defined(geometry.primitiveType)) {
createdGeometry = cloneGeometry(geometry);
} else {
createdGeometry = geometry.constructor.createGeometry(geometry);
}
clonedInstances[geometryIndex++] = cloneInstance(instance, createdGeometry);
instanceIds.push(instance.id);
}
clonedInstances.length = geometryIndex;
var scene3DOnly = frameState.scene3DOnly;
var projection = frameState.mapProjection;
var result = PrimitivePipeline.combineGeometry({
instances : clonedInstances,
ellipsoid : projection.ellipsoid,
projection : projection,
elementIndexUintSupported : frameState.context.elementIndexUint,
scene3DOnly : scene3DOnly,
vertexCacheOptimize : primitive.vertexCacheOptimize,
compressVertices : primitive.compressVertices,
modelMatrix : primitive.modelMatrix,
createPickOffsets : primitive._createPickOffsets
});
primitive._geometries = result.geometries;
primitive._attributeLocations = result.attributeLocations;
primitive.modelMatrix = Matrix4.clone(result.modelMatrix, primitive.modelMatrix);
primitive._pickOffsets = result.pickOffsets;
primitive._offsetInstanceExtend = result.offsetInstanceExtend;
primitive._instanceBoundingSpheres = result.boundingSpheres;
primitive._instanceBoundingSpheresCV = result.boundingSpheresCV;
if (defined(primitive._geometries) && primitive._geometries.length > 0) {
primitive._recomputeBoundingSpheres = true;
primitive._state = PrimitiveState.COMBINED;
} else {
setReady(primitive, frameState, PrimitiveState.FAILED, undefined);
}
}
function recomputeBoundingSpheres(primitive, frameState) {
var offsetIndex = primitive._batchTableAttributeIndices.offset;
if (!primitive._recomputeBoundingSpheres || !defined(offsetIndex)) {
primitive._recomputeBoundingSpheres = false;
return;
}
var i;
var offsetInstanceExtend = primitive._offsetInstanceExtend;
var boundingSpheres = primitive._instanceBoundingSpheres;
var length = boundingSpheres.length;
var newBoundingSpheres = primitive._tempBoundingSpheres;
if (!defined(newBoundingSpheres)) {
newBoundingSpheres = new Array(length);
for (i = 0; i < length; i++) {
newBoundingSpheres[i] = new BoundingSphere();
}
primitive._tempBoundingSpheres = newBoundingSpheres;
}
for (i = 0; i < length; ++i) {
var newBS = newBoundingSpheres[i];
var offset = primitive._batchTable.getBatchedAttribute(i, offsetIndex, new Cartesian3());
newBS = boundingSpheres[i].clone(newBS);
transformBoundingSphere(newBS, offset, offsetInstanceExtend[i]);
}
var combinedBS = [];
var combinedWestBS = [];
var combinedEastBS = [];
for (i = 0; i < length; ++i) {
var bs = newBoundingSpheres[i];
var minX = bs.center.x - bs.radius;
if (minX > 0 || BoundingSphere.intersectPlane(bs, Plane.ORIGIN_ZX_PLANE) !== Intersect.INTERSECTING) {
combinedBS.push(bs);
} else {
combinedWestBS.push(bs);
combinedEastBS.push(bs);
}
}
var resultBS1 = combinedBS[0];
var resultBS2 = combinedEastBS[0];
var resultBS3 = combinedWestBS[0];
for (i = 1; i < combinedBS.length; i++) {
resultBS1 = BoundingSphere.union(resultBS1, combinedBS[i]);
}
for (i = 1; i < combinedEastBS.length; i++) {
resultBS2 = BoundingSphere.union(resultBS2, combinedEastBS[i]);
}
for (i = 1; i < combinedWestBS.length; i++) {
resultBS3 = BoundingSphere.union(resultBS3, combinedWestBS[i]);
}
var result = [];
if (defined(resultBS1)) {
result.push(resultBS1);
}
if (defined(resultBS2)) {
result.push(resultBS2);
}
if (defined(resultBS3)) {
result.push(resultBS3);
}
for (i = 0; i < result.length; i++) {
var boundingSphere = result[i].clone(primitive._boundingSpheres[i]);
primitive._boundingSpheres[i] = boundingSphere;
primitive._boundingSphereCV[i] = BoundingSphere.projectTo2D(boundingSphere, frameState.mapProjection, primitive._boundingSphereCV[i]);
}
Primitive._updateBoundingVolumes(primitive, frameState, primitive.modelMatrix, true);
primitive._recomputeBoundingSpheres = false;
}
var scratchBoundingSphereCenterEncoded = new EncodedCartesian3();
var scratchBoundingSphereCartographic = new Cartographic();
var scratchBoundingSphereCenter2D = new Cartesian3();
var scratchBoundingSphere = new BoundingSphere();
function updateBatchTableBoundingSpheres(primitive, frameState) {
var hasDistanceDisplayCondition = defined(primitive._batchTableAttributeIndices.distanceDisplayCondition);
if (!hasDistanceDisplayCondition || primitive._batchTableBoundingSpheresUpdated) {
return;
}
var indices = primitive._batchTableBoundingSphereAttributeIndices;
var center3DHighIndex = indices.center3DHigh;
var center3DLowIndex = indices.center3DLow;
var center2DHighIndex = indices.center2DHigh;
var center2DLowIndex = indices.center2DLow;
var radiusIndex = indices.radius;
var projection = frameState.mapProjection;
var ellipsoid = projection.ellipsoid;
var batchTable = primitive._batchTable;
var boundingSpheres = primitive._instanceBoundingSpheres;
var length = boundingSpheres.length;
for (var i = 0; i < length; ++i) {
var boundingSphere = boundingSpheres[i];
if (!defined(boundingSphere)) {
continue;
}
var modelMatrix = primitive.modelMatrix;
if (defined(modelMatrix)) {
boundingSphere = BoundingSphere.transform(boundingSphere, modelMatrix, scratchBoundingSphere);
}
var center = boundingSphere.center;
var radius = boundingSphere.radius;
var encodedCenter = EncodedCartesian3.fromCartesian(center, scratchBoundingSphereCenterEncoded);
batchTable.setBatchedAttribute(i, center3DHighIndex, encodedCenter.high);
batchTable.setBatchedAttribute(i, center3DLowIndex, encodedCenter.low);
if (!frameState.scene3DOnly) {
var cartographic = ellipsoid.cartesianToCartographic(center, scratchBoundingSphereCartographic);
var center2D = projection.project(cartographic, scratchBoundingSphereCenter2D);
encodedCenter = EncodedCartesian3.fromCartesian(center2D, scratchBoundingSphereCenterEncoded);
batchTable.setBatchedAttribute(i, center2DHighIndex, encodedCenter.high);
batchTable.setBatchedAttribute(i, center2DLowIndex, encodedCenter.low);
}
batchTable.setBatchedAttribute(i, radiusIndex, radius);
}
primitive._batchTableBoundingSpheresUpdated = true;
}
var offsetScratchCartesian = new Cartesian3();
var offsetCenterScratch = new Cartesian3();
function updateBatchTableOffsets(primitive, frameState) {
var hasOffset = defined(primitive._batchTableAttributeIndices.offset);
if (!hasOffset || primitive._batchTableOffsetsUpdated || frameState.scene3DOnly) {
return;
}
var index2D = primitive._batchTableOffsetAttribute2DIndex;
var projection = frameState.mapProjection;
var ellipsoid = projection.ellipsoid;
var batchTable = primitive._batchTable;
var boundingSpheres = primitive._instanceBoundingSpheres;
var length = boundingSpheres.length;
for (var i = 0; i < length; ++i) {
var boundingSphere = boundingSpheres[i];
if (!defined(boundingSphere)) {
continue;
}
var offset = batchTable.getBatchedAttribute(i, primitive._batchTableAttributeIndices.offset);
if (Cartesian3.equals(offset, Cartesian3.ZERO)) {
batchTable.setBatchedAttribute(i, index2D, Cartesian3.ZERO);
continue;
}
var modelMatrix = primitive.modelMatrix;
if (defined(modelMatrix)) {
boundingSphere = BoundingSphere.transform(boundingSphere, modelMatrix, scratchBoundingSphere);
}
var center = boundingSphere.center;
center = ellipsoid.scaleToGeodeticSurface(center, offsetCenterScratch);
var cartographic = ellipsoid.cartesianToCartographic(center, scratchBoundingSphereCartographic);
var center2D = projection.project(cartographic, scratchBoundingSphereCenter2D);
var newPoint = Cartesian3.add(offset, center, offsetScratchCartesian);
cartographic = ellipsoid.cartesianToCartographic(newPoint, cartographic);
var newPointProjected = projection.project(cartographic, offsetScratchCartesian);
var newVector = Cartesian3.subtract(newPointProjected, center2D, offsetScratchCartesian);
var x = newVector.x;
newVector.x = newVector.z;
newVector.z = newVector.y;
newVector.y = x;
batchTable.setBatchedAttribute(i, index2D, newVector);
}
primitive._batchTableOffsetsUpdated = true;
}
function createVertexArray(primitive, frameState) {
var attributeLocations = primitive._attributeLocations;
var geometries = primitive._geometries;
var scene3DOnly = frameState.scene3DOnly;
var context = frameState.context;
var va = [];
var length = geometries.length;
for (var i = 0; i < length; ++i) {
var geometry = geometries[i];
va.push(VertexArray.fromGeometry({
context : context,
geometry : geometry,
attributeLocations : attributeLocations,
bufferUsage : BufferUsage.STATIC_DRAW,
interleave : primitive._interleave
}));
if (defined(primitive._createBoundingVolumeFunction)) {
primitive._createBoundingVolumeFunction(frameState, geometry);
} else {
primitive._boundingSpheres.push(BoundingSphere.clone(geometry.boundingSphere));
primitive._boundingSphereWC.push(new BoundingSphere());
if (!scene3DOnly) {
var center = geometry.boundingSphereCV.center;
var x = center.x;
var y = center.y;
var z = center.z;
center.x = z;
center.y = x;
center.z = y;
primitive._boundingSphereCV.push(BoundingSphere.clone(geometry.boundingSphereCV));
primitive._boundingSphere2D.push(new BoundingSphere());
primitive._boundingSphereMorph.push(new BoundingSphere());
}
}
}
primitive._va = va;
primitive._primitiveType = geometries[0].primitiveType;
if (primitive.releaseGeometryInstances) {
primitive.geometryInstances = undefined;
}
primitive._geometries = undefined;
setReady(primitive, frameState, PrimitiveState.COMPLETE, undefined);
}
function createRenderStates(primitive, context, appearance, twoPasses) {
var renderState = appearance.getRenderState();
var rs;
if (twoPasses) {
rs = clone(renderState, false);
rs.cull = {
enabled : true,
face : CullFace.BACK
};
primitive._frontFaceRS = RenderState.fromCache(rs);
rs.cull.face = CullFace.FRONT;
primitive._backFaceRS = RenderState.fromCache(rs);
} else {
primitive._frontFaceRS = RenderState.fromCache(renderState);
primitive._backFaceRS = primitive._frontFaceRS;
}
rs = clone(renderState, false);
if (defined(primitive._depthFailAppearance)) {
rs.depthTest.enabled = false;
}
if (defined(primitive._depthFailAppearance)) {
renderState = primitive._depthFailAppearance.getRenderState();
rs = clone(renderState, false);
rs.depthTest.func = DepthFunction.GREATER;
if (twoPasses) {
rs.cull = {
enabled : true,
face : CullFace.BACK
};
primitive._frontFaceDepthFailRS = RenderState.fromCache(rs);
rs.cull.face = CullFace.FRONT;
primitive._backFaceDepthFailRS = RenderState.fromCache(rs);
} else {
primitive._frontFaceDepthFailRS = RenderState.fromCache(rs);
primitive._backFaceDepthFailRS = primitive._frontFaceRS;
}
}
}
function createShaderProgram(primitive, frameState, appearance) {
var context = frameState.context;
var attributeLocations = primitive._attributeLocations;
var vs = primitive._batchTable.getVertexShaderCallback()(appearance.vertexShaderSource);
vs = Primitive._appendOffsetToShader(primitive, vs);
vs = Primitive._appendShowToShader(primitive, vs);
vs = Primitive._appendDistanceDisplayConditionToShader(primitive, vs, frameState.scene3DOnly);
vs = appendPickToVertexShader(vs);
vs = Primitive._updateColorAttribute(primitive, vs, false);
vs = modifyForEncodedNormals(primitive, vs);
vs = Primitive._modifyShaderPosition(primitive, vs, frameState.scene3DOnly);
var fs = appearance.getFragmentShaderSource();
fs = appendPickToFragmentShader(fs);
primitive._sp = ShaderProgram.replaceCache({
context : context,
shaderProgram : primitive._sp,
vertexShaderSource : vs,
fragmentShaderSource : fs,
attributeLocations : attributeLocations
});
validateShaderMatching(primitive._sp, attributeLocations);
if (defined(primitive._depthFailAppearance)) {
vs = primitive._batchTable.getVertexShaderCallback()(primitive._depthFailAppearance.vertexShaderSource);
vs = Primitive._appendShowToShader(primitive, vs);
vs = Primitive._appendDistanceDisplayConditionToShader(primitive, vs, frameState.scene3DOnly);
vs = appendPickToVertexShader(vs);
vs = Primitive._updateColorAttribute(primitive, vs, true);
vs = modifyForEncodedNormals(primitive, vs);
vs = Primitive._modifyShaderPosition(primitive, vs, frameState.scene3DOnly);
vs = depthClampVS(vs);
fs = primitive._depthFailAppearance.getFragmentShaderSource();
fs = appendPickToFragmentShader(fs);
fs = depthClampFS(fs);
primitive._spDepthFail = ShaderProgram.replaceCache({
context : context,
shaderProgram : primitive._spDepthFail,
vertexShaderSource : vs,
fragmentShaderSource : fs,
attributeLocations : attributeLocations
});
validateShaderMatching(primitive._spDepthFail, attributeLocations);
}
}
var modifiedModelViewScratch = new Matrix4();
var rtcScratch = new Cartesian3();
function getUniforms(primitive, appearance, material, frameState) {
// Create uniform map by combining uniforms from the appearance and material if either have uniforms.
var materialUniformMap = defined(material) ? material._uniforms : undefined;
var appearanceUniformMap = {};
var appearanceUniforms = appearance.uniforms;
if (defined(appearanceUniforms)) {
// Convert to uniform map of functions for the renderer
for (var name in appearanceUniforms) {
if (appearanceUniforms.hasOwnProperty(name)) {
//>>includeStart('debug', pragmas.debug);
if (defined(materialUniformMap) && defined(materialUniformMap[name])) {
// Later, we could rename uniforms behind-the-scenes if needed.
throw new DeveloperError('Appearance and material have a uniform with the same name: ' + name);
}
//>>includeEnd('debug');
appearanceUniformMap[name] = getUniformFunction(appearanceUniforms, name);
}
}
}
var uniforms = combine(appearanceUniformMap, materialUniformMap);
uniforms = primitive._batchTable.getUniformMapCallback()(uniforms);
if (defined(primitive.rtcCenter)) {
uniforms.u_modifiedModelView = function() {
var viewMatrix = frameState.context.uniformState.view;
Matrix4.multiply(viewMatrix, primitive._modelMatrix, modifiedModelViewScratch);
Matrix4.multiplyByPoint(modifiedModelViewScratch, primitive.rtcCenter, rtcScratch);
Matrix4.setTranslation(modifiedModelViewScratch, rtcScratch, modifiedModelViewScratch);
return modifiedModelViewScratch;
};
}
return uniforms;
}
function createCommands(primitive, appearance, material, translucent, twoPasses, colorCommands, pickCommands, frameState) {
var uniforms = getUniforms(primitive, appearance, material, frameState);
var depthFailUniforms;
if (defined(primitive._depthFailAppearance)) {
depthFailUniforms = getUniforms(primitive, primitive._depthFailAppearance, primitive._depthFailAppearance.material, frameState);
}
var pass = translucent ? Pass.TRANSLUCENT : Pass.OPAQUE;
var multiplier = twoPasses ? 2 : 1;
multiplier *= defined(primitive._depthFailAppearance) ? 2 : 1;
colorCommands.length = primitive._va.length * multiplier;
var length = colorCommands.length;
var vaIndex = 0;
for (var i = 0; i < length; ++i) {
var colorCommand;
if (twoPasses) {
colorCommand = colorCommands[i];
if (!defined(colorCommand)) {
colorCommand = colorCommands[i] = new DrawCommand({
owner : primitive,
primitiveType : primitive._primitiveType
});
}
colorCommand.vertexArray = primitive._va[vaIndex];
colorCommand.renderState = primitive._backFaceRS;
colorCommand.shaderProgram = primitive._sp;
colorCommand.uniformMap = uniforms;
colorCommand.pass = pass;
++i;
}
colorCommand = colorCommands[i];
if (!defined(colorCommand)) {
colorCommand = colorCommands[i] = new DrawCommand({
owner : primitive,
primitiveType : primitive._primitiveType
});
}
colorCommand.vertexArray = primitive._va[vaIndex];
colorCommand.renderState = primitive._frontFaceRS;
colorCommand.shaderProgram = primitive._sp;
colorCommand.uniformMap = uniforms;
colorCommand.pass = pass;
if (defined(primitive._depthFailAppearance)) {
if (twoPasses) {
++i;
colorCommand = colorCommands[i];
if (!defined(colorCommand)) {
colorCommand = colorCommands[i] = new DrawCommand({
owner : primitive,
primitiveType : primitive._primitiveType
});
}
colorCommand.vertexArray = primitive._va[vaIndex];
colorCommand.renderState = primitive._backFaceDepthFailRS;
colorCommand.shaderProgram = primitive._spDepthFail;
colorCommand.uniformMap = depthFailUniforms;
colorCommand.pass = pass;
}
++i;
colorCommand = colorCommands[i];
if (!defined(colorCommand)) {
colorCommand = colorCommands[i] = new DrawCommand({
owner : primitive,
primitiveType : primitive._primitiveType
});
}
colorCommand.vertexArray = primitive._va[vaIndex];
colorCommand.renderState = primitive._frontFaceDepthFailRS;
colorCommand.shaderProgram = primitive._spDepthFail;
colorCommand.uniformMap = depthFailUniforms;
colorCommand.pass = pass;
}
++vaIndex;
}
}
Primitive._updateBoundingVolumes = function(primitive, frameState, modelMatrix, forceUpdate) {
var i;
var length;
var boundingSphere;
if (forceUpdate || !Matrix4.equals(modelMatrix, primitive._modelMatrix)) {
Matrix4.clone(modelMatrix, primitive._modelMatrix);
length = primitive._boundingSpheres.length;
for (i = 0; i < length; ++i) {
boundingSphere = primitive._boundingSpheres[i];
if (defined(boundingSphere)) {
primitive._boundingSphereWC[i] = BoundingSphere.transform(boundingSphere, modelMatrix, primitive._boundingSphereWC[i]);
if (!frameState.scene3DOnly) {
primitive._boundingSphere2D[i] = BoundingSphere.clone(primitive._boundingSphereCV[i], primitive._boundingSphere2D[i]);
primitive._boundingSphere2D[i].center.x = 0.0;
primitive._boundingSphereMorph[i] = BoundingSphere.union(primitive._boundingSphereWC[i], primitive._boundingSphereCV[i]);
}
}
}
}
// Update bounding volumes for primitives that are sized in pixels.
// The pixel size in meters varies based on the distance from the camera.
var pixelSize = primitive.appearance.pixelSize;
if (defined(pixelSize)) {
length = primitive._boundingSpheres.length;
for (i = 0; i < length; ++i) {
boundingSphere = primitive._boundingSpheres[i];
var boundingSphereWC = primitive._boundingSphereWC[i];
var pixelSizeInMeters = frameState.camera.getPixelSize(boundingSphere, frameState.context.drawingBufferWidth, frameState.context.drawingBufferHeight);
var sizeInMeters = pixelSizeInMeters * pixelSize;
boundingSphereWC.radius = boundingSphere.radius + sizeInMeters;
}
}
};
function updateAndQueueCommands(primitive, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses) {
//>>includeStart('debug', pragmas.debug);
if (frameState.mode !== SceneMode.SCENE3D && !Matrix4.equals(modelMatrix, Matrix4.IDENTITY)) {
throw new DeveloperError('Primitive.modelMatrix is only supported in 3D mode.');
}
//>>includeEnd('debug');
Primitive._updateBoundingVolumes(primitive, frameState, modelMatrix);
var boundingSpheres;
if (frameState.mode === SceneMode.SCENE3D) {
boundingSpheres = primitive._boundingSphereWC;
} else if (frameState.mode === SceneMode.COLUMBUS_VIEW) {
boundingSpheres = primitive._boundingSphereCV;
} else if (frameState.mode === SceneMode.SCENE2D && defined(primitive._boundingSphere2D)) {
boundingSpheres = primitive._boundingSphere2D;
} else if (defined(primitive._boundingSphereMorph)) {
boundingSpheres = primitive._boundingSphereMorph;
}
var commandList = frameState.commandList;
var passes = frameState.passes;
if (passes.render || passes.pick) {
var allowPicking = primitive.allowPicking;
var castShadows = ShadowMode.castShadows(primitive.shadows);
var receiveShadows = ShadowMode.receiveShadows(primitive.shadows);
var colorLength = colorCommands.length;
var factor = twoPasses ? 2 : 1;
factor *= defined(primitive._depthFailAppearance) ? 2 : 1;
for (var j = 0; j < colorLength; ++j) {
var sphereIndex = Math.floor(j / factor);
var colorCommand = colorCommands[j];
colorCommand.modelMatrix = modelMatrix;
colorCommand.boundingVolume = boundingSpheres[sphereIndex];
colorCommand.cull = cull;
colorCommand.debugShowBoundingVolume = debugShowBoundingVolume;
colorCommand.castShadows = castShadows;
colorCommand.receiveShadows = receiveShadows;
if (allowPicking) {
colorCommand.pickId = 'v_pickColor';
} else {
colorCommand.pickId = undefined;
}
commandList.push(colorCommand);
}
}
}
/**
* 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 {DeveloperError} All instance geometries must have the same primitiveType.
* @exception {DeveloperError} Appearance and material have a uniform with the same name.
* @exception {DeveloperError} Primitive.modelMatrix is only supported in 3D mode.
* @exception {RuntimeError} Vertex texture fetch support is required to render primitives with per-instance attributes. The maximum number of vertex texture image units must be greater than zero.
*/
Primitive.prototype.update = function(frameState) {
if (((!defined(this.geometryInstances)) && (this._va.length === 0)) ||
(defined(this.geometryInstances) && isArray(this.geometryInstances) && this.geometryInstances.length === 0) ||
(!defined(this.appearance)) ||
(frameState.mode !== SceneMode.SCENE3D && frameState.scene3DOnly) ||
(!frameState.passes.render && !frameState.passes.pick)) {
return;
}
if (defined(this._error)) {
throw this._error;
}
//>>includeStart('debug', pragmas.debug);
if (defined(this.rtcCenter) && !frameState.scene3DOnly) {
throw new DeveloperError('RTC rendering is only available for 3D only scenes.');
}
//>>includeEnd('debug');
if (this._state === PrimitiveState.FAILED) {
return;
}
var context = frameState.context;
if (!defined(this._batchTable)) {
createBatchTable(this, context);
}
if (this._batchTable.attributes.length > 0) {
if (ContextLimits.maximumVertexTextureImageUnits === 0) {
throw new RuntimeError('Vertex texture fetch support is required to render primitives with per-instance attributes. The maximum number of vertex texture image units must be greater than zero.');
}
this._batchTable.update(frameState);
}
if (this._state !== PrimitiveState.COMPLETE && this._state !== PrimitiveState.COMBINED) {
if (this.asynchronous) {
loadAsynchronous(this, frameState);
} else {
loadSynchronous(this, frameState);
}
}
if (this._state === PrimitiveState.COMBINED) {
updateBatchTableBoundingSpheres(this, frameState);
updateBatchTableOffsets(this, frameState);
createVertexArray(this, frameState);
}
if (!this.show || this._state !== PrimitiveState.COMPLETE) {
return;
}
if (!this._batchTableOffsetsUpdated) {
updateBatchTableOffsets(this, frameState);
}
if (this._recomputeBoundingSpheres) {
recomputeBoundingSpheres(this, frameState);
}
// Create or recreate render state and shader program if appearance/material changed
var appearance = this.appearance;
var material = appearance.material;
var createRS = false;
var createSP = false;
if (this._appearance !== appearance) {
this._appearance = appearance;
this._material = material;
createRS = true;
createSP = true;
} else if (this._material !== material) {
this._material = material;
createSP = true;
}
var depthFailAppearance = this.depthFailAppearance;
var depthFailMaterial = defined(depthFailAppearance) ? depthFailAppearance.material : undefined;
if (this._depthFailAppearance !== depthFailAppearance) {
this._depthFailAppearance = depthFailAppearance;
this._depthFailMaterial = depthFailMaterial;
createRS = true;
createSP = true;
} else if (this._depthFailMaterial !== depthFailMaterial) {
this._depthFailMaterial = depthFailMaterial;
createSP = true;
}
var translucent = this._appearance.isTranslucent();
if (this._translucent !== translucent) {
this._translucent = translucent;
createRS = true;
}
if (defined(this._material)) {
this._material.update(context);
}
var twoPasses = appearance.closed && translucent;
if (createRS) {
var rsFunc = defaultValue(this._createRenderStatesFunction, createRenderStates);
rsFunc(this, context, appearance, twoPasses);
}
if (createSP) {
var spFunc = defaultValue(this._createShaderProgramFunction, createShaderProgram);
spFunc(this, frameState, appearance);
}
if (createRS || createSP) {
var commandFunc = defaultValue(this._createCommandsFunction, createCommands);
commandFunc(this, appearance, material, translucent, twoPasses, this._colorCommands, this._pickCommands, frameState);
}
var updateAndQueueCommandsFunc = defaultValue(this._updateAndQueueCommandsFunction, updateAndQueueCommands);
updateAndQueueCommandsFunc(this, frameState, this._colorCommands, this._pickCommands, this.modelMatrix, this.cull, this.debugShowBoundingVolume, twoPasses);
};
var offsetBoundingSphereScratch1 = new BoundingSphere();
var offsetBoundingSphereScratch2 = new BoundingSphere();
function transformBoundingSphere(boundingSphere, offset, offsetAttribute) {
if (offsetAttribute === GeometryOffsetAttribute.TOP) {
var origBS = BoundingSphere.clone(boundingSphere, offsetBoundingSphereScratch1);
var offsetBS = BoundingSphere.clone(boundingSphere, offsetBoundingSphereScratch2);
offsetBS.center = Cartesian3.add(offsetBS.center, offset, offsetBS.center);
boundingSphere = BoundingSphere.union(origBS, offsetBS, boundingSphere);
} else if (offsetAttribute === GeometryOffsetAttribute.ALL) {
boundingSphere.center = Cartesian3.add(boundingSphere.center, offset, boundingSphere.center);
}
return boundingSphere;
}
function createGetFunction(batchTable, instanceIndex, attributeIndex) {
return function() {
var attributeValue = batchTable.getBatchedAttribute(instanceIndex, attributeIndex);
var attribute = batchTable.attributes[attributeIndex];
var componentsPerAttribute = attribute.componentsPerAttribute;
var value = ComponentDatatype.createTypedArray(attribute.componentDatatype, componentsPerAttribute);
if (defined(attributeValue.constructor.pack)) {
attributeValue.constructor.pack(attributeValue, value, 0);
} else {
value[0] = attributeValue;
}
return value;
};
}
function createSetFunction(batchTable, instanceIndex, attributeIndex, primitive, name) {
return function(value) {
//>>includeStart('debug', pragmas.debug);
if (!defined(value) || !defined(value.length) || value.length < 1 || value.length > 4) {
throw new DeveloperError('value must be and array with length between 1 and 4.');
}
//>>includeEnd('debug');
var attributeValue = getAttributeValue(value);
batchTable.setBatchedAttribute(instanceIndex, attributeIndex, attributeValue);
if (name === 'offset') {
primitive._recomputeBoundingSpheres = true;
primitive._batchTableOffsetsUpdated = false;
}
};
}
var offsetScratch = new Cartesian3();
function createBoundingSphereProperties(primitive, properties, index) {
properties.boundingSphere = {
get : function() {
var boundingSphere = primitive._instanceBoundingSpheres[index];
if (defined(boundingSphere)) {
boundingSphere = boundingSphere.clone();
var modelMatrix = primitive.modelMatrix;
var offset = properties.offset;
if (defined(offset)) {
transformBoundingSphere(boundingSphere, Cartesian3.fromArray(offset.get(), 0, offsetScratch), primitive._offsetInstanceExtend[index]);
}
if (defined(modelMatrix)) {
boundingSphere = BoundingSphere.transform(boundingSphere, modelMatrix);
}
}
return boundingSphere;
}
};
properties.boundingSphereCV = {
get : function() {
return primitive._instanceBoundingSpheresCV[index];
}
};
}
function createPickIdProperty(primitive, properties, index) {
properties.pickId = {
get : function() {
return primitive._pickIds[index];
}
};
}
/**
* Returns the modifiable per-instance attributes for a {@link GeometryInstance}.
*
* @param {*} id The id of the {@link GeometryInstance}.
* @returns {Object} The typed array in the attribute's format or undefined if the is no instance with id.
*
* @exception {DeveloperError} must call update before calling getGeometryInstanceAttributes.
*
* @example
* var attributes = primitive.getGeometryInstanceAttributes('an id');
* attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA);
* attributes.show = Cesium.ShowGeometryInstanceAttribute.toValue(true);
* attributes.distanceDisplayCondition = Cesium.DistanceDisplayConditionGeometryInstanceAttribute.toValue(100.0, 10000.0);
* attributes.offset = Cesium.OffsetGeometryInstanceAttribute.toValue(Cartesian3.IDENTITY);
*/
Primitive.prototype.getGeometryInstanceAttributes = function(id) {
//>>includeStart('debug', pragmas.debug);
if (!defined(id)) {
throw new DeveloperError('id is required');
}
if (!defined(this._batchTable)) {
throw new DeveloperError('must call update before calling getGeometryInstanceAttributes');
}
//>>includeEnd('debug');
var index = -1;
var lastIndex = this._lastPerInstanceAttributeIndex;
var ids = this._instanceIds;
var length = ids.length;
for (var i = 0; i < length; ++i) {
var curIndex = (lastIndex + i) % length;
if (id === ids[curIndex]) {
index = curIndex;
break;
}
}
if (index === -1) {
return undefined;
}
var attributes = this._perInstanceAttributeCache[index];
if (defined(attributes)) {
return attributes;
}
var batchTable = this._batchTable;
var perInstanceAttributeIndices = this._batchTableAttributeIndices;
attributes = {};
var properties = {};
for (var name in perInstanceAttributeIndices) {
if (perInstanceAttributeIndices.hasOwnProperty(name)) {
var attributeIndex = perInstanceAttributeIndices[name];
properties[name] = {
get : createGetFunction(batchTable, index, attributeIndex)
};
var createSetter = true;
var readOnlyAttributes = this._readOnlyInstanceAttributes;
if (createSetter && defined(readOnlyAttributes)) {
length = readOnlyAttributes.length;
for (var k = 0; k < length; ++k) {
if (name === readOnlyAttributes[k]) {
createSetter = false;
break;
}
}
}
if (createSetter) {
properties[name].set = createSetFunction(batchTable, index, attributeIndex, this, name);
}
}
}
createBoundingSphereProperties(this, properties, index);
createPickIdProperty(this, properties, index);
defineProperties(attributes, properties);
this._lastPerInstanceAttributeIndex = index;
this._perInstanceAttributeCache[index] = attributes;
return attributes;
};
/**
* 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 Primitive#destroy
*/
Primitive.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
* e = e && e.destroy();
*
* @see Primitive#isDestroyed
*/
Primitive.prototype.destroy = function() {
var length;
var i;
this._sp = this._sp && this._sp.destroy();
this._spDepthFail = this._spDepthFail && this._spDepthFail.destroy();
var va = this._va;
length = va.length;
for (i = 0; i < length; ++i) {
va[i].destroy();
}
this._va = undefined;
var pickIds = this._pickIds;
length = pickIds.length;
for (i = 0; i < length; ++i) {
pickIds[i].destroy();
}
this._pickIds = undefined;
this._batchTable = this._batchTable && this._batchTable.destroy();
//These objects may be fairly large and reference other large objects (like Entities)
//We explicitly set them to undefined here so that the memory can be freed
//even if a reference to the destroyed Primitive has been kept around.
this._instanceIds = undefined;
this._perInstanceAttributeCache = undefined;
this._attributeLocations = undefined;
return destroyObject(this);
};
function setReady(primitive, frameState, state, error) {
primitive._error = error;
primitive._state = state;
frameState.afterRender.push(function() {
primitive._ready = primitive._state === PrimitiveState.COMPLETE || primitive._state === PrimitiveState.FAILED;
if (!defined(error)) {
primitive._readyPromise.resolve(primitive);
} else {
primitive._readyPromise.reject(error);
}
});
}
export default Primitive;