import BoundingRectangle from '../Core/BoundingRectangle.js'; import BoundingSphere from '../Core/BoundingSphere.js'; import BoxGeometry from '../Core/BoxGeometry.js'; import Cartesian3 from '../Core/Cartesian3.js'; import Cartographic from '../Core/Cartographic.js'; import Color from '../Core/Color.js'; import ColorGeometryInstanceAttribute from '../Core/ColorGeometryInstanceAttribute.js'; import createGuid from '../Core/createGuid.js'; import CullingVolume from '../Core/CullingVolume.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 EllipsoidGeometry from '../Core/EllipsoidGeometry.js'; import Event from '../Core/Event.js'; import GeographicProjection from '../Core/GeographicProjection.js'; import GeometryInstance from '../Core/GeometryInstance.js'; import GeometryPipeline from '../Core/GeometryPipeline.js'; import Intersect from '../Core/Intersect.js'; import JulianDate from '../Core/JulianDate.js'; import CesiumMath from '../Core/Math.js'; import Matrix4 from '../Core/Matrix4.js'; import mergeSort from '../Core/mergeSort.js'; import Occluder from '../Core/Occluder.js'; import OrthographicFrustum from '../Core/OrthographicFrustum.js'; import OrthographicOffCenterFrustum from '../Core/OrthographicOffCenterFrustum.js'; import PerspectiveFrustum from '../Core/PerspectiveFrustum.js'; import PerspectiveOffCenterFrustum from '../Core/PerspectiveOffCenterFrustum.js'; import RequestScheduler from '../Core/RequestScheduler.js'; import TaskProcessor from '../Core/TaskProcessor.js'; import Transforms from '../Core/Transforms.js'; import ClearCommand from '../Renderer/ClearCommand.js'; import ComputeEngine from '../Renderer/ComputeEngine.js'; import Context from '../Renderer/Context.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 BrdfLutGenerator from './BrdfLutGenerator.js'; import Camera from './Camera.js'; import Cesium3DTilePass from './Cesium3DTilePass.js'; import Cesium3DTilePassState from './Cesium3DTilePassState.js'; import CreditDisplay from './CreditDisplay.js'; import DebugCameraPrimitive from './DebugCameraPrimitive.js'; import DepthPlane from './DepthPlane.js'; import DerivedCommand from './DerivedCommand.js'; import DeviceOrientationCameraController from './DeviceOrientationCameraController.js'; import Fog from './Fog.js'; import FrameState from './FrameState.js'; import GlobeDepth from './GlobeDepth.js'; import InvertClassification from './InvertClassification.js'; import JobScheduler from './JobScheduler.js'; import MapMode2D from './MapMode2D.js'; import OctahedralProjectedCubeMap from './OctahedralProjectedCubeMap.js'; import PerformanceDisplay from './PerformanceDisplay.js'; import PerInstanceColorAppearance from './PerInstanceColorAppearance.js'; import Picking from './Picking.js'; import PostProcessStageCollection from './PostProcessStageCollection.js'; import Primitive from './Primitive.js'; import PrimitiveCollection from './PrimitiveCollection.js'; import SceneMode from './SceneMode.js'; import SceneTransforms from './SceneTransforms.js'; import SceneTransitioner from './SceneTransitioner.js'; import ScreenSpaceCameraController from './ScreenSpaceCameraController.js'; import ShadowMap from './ShadowMap.js'; import StencilConstants from './StencilConstants.js'; import SunPostProcess from './SunPostProcess.js'; import TweenCollection from './TweenCollection.js'; import View from './View.js'; var requestRenderAfterFrame = function (scene) { return function () { scene.frameState.afterRender.push(function() { scene.requestRender(); }); }; }; /** * The container for all 3D graphical objects and state in a Cesium virtual scene. Generally, * a scene is not created directly; instead, it is implicitly created by {@link CesiumWidget}. *
* contextOptions
parameter details:
*
* The default values are:
*
* {
* webgl : {
* alpha : false,
* depth : true,
* stencil : false,
* antialias : true,
* premultipliedAlpha : true,
* preserveDrawingBuffer : false,
* failIfMajorPerformanceCaveat : false
* },
* allowTextureFilterAnisotropic : true
* }
*
*
* The webgl
property corresponds to the {@link http://www.khronos.org/registry/webgl/specs/latest/#5.2|WebGLContextAttributes}
* object used to create the WebGL context.
*
* webgl.alpha
defaults to false, which can improve performance compared to the standard WebGL default
* of true. If an application needs to composite Cesium above other HTML elements using alpha-blending, set
* webgl.alpha
to true.
*
* The other webgl
properties match the WebGL defaults for {@link http://www.khronos.org/registry/webgl/specs/latest/#5.2|WebGLContextAttributes}.
*
* allowTextureFilterAnisotropic
defaults to true, which enables anisotropic texture filtering when the
* WebGL extension is supported. Setting this to false will improve performance, but hurt visual quality, especially for horizon views.
*
render
are always caught in order to raise the
* renderError
event. If this property is true, the error is rethrown
* after the event is raised. If this property is false, the render
function
* returns normally after raising the event.
*
* @type {Boolean}
* @default false
*/
this.rethrowRenderErrors = false;
/**
* Determines whether or not to instantly complete the
* scene transition animation on user input.
*
* @type {Boolean}
* @default true
*/
this.completeMorphOnUserInput = true;
/**
* The event fired at the beginning of a scene transition.
* @type {Event}
* @default Event()
*/
this.morphStart = new Event();
/**
* The event fired at the completion of a scene transition.
* @type {Event}
* @default Event()
*/
this.morphComplete = new Event();
/**
* The {@link SkyBox} used to draw the stars.
*
* @type {SkyBox}
* @default undefined
*
* @see Scene#backgroundColor
*/
this.skyBox = undefined;
/**
* The sky atmosphere drawn around the globe.
*
* @type {SkyAtmosphere}
* @default undefined
*/
this.skyAtmosphere = undefined;
/**
* The {@link Sun}.
*
* @type {Sun}
* @default undefined
*/
this.sun = undefined;
/**
* Uses a bloom filter on the sun when enabled.
*
* @type {Boolean}
* @default true
*/
this.sunBloom = true;
this._sunBloom = undefined;
/**
* The {@link Moon}
*
* @type Moon
* @default undefined
*/
this.moon = undefined;
/**
* The background color, which is only visible if there is no sky box, i.e., {@link Scene#skyBox} is undefined.
*
* @type {Color}
* @default {@link Color.BLACK}
*
* @see Scene#skyBox
*/
this.backgroundColor = Color.clone(Color.BLACK);
this._mode = SceneMode.SCENE3D;
this._mapProjection = defined(options.mapProjection) ? options.mapProjection : new GeographicProjection();
/**
* The current morph transition time between 2D/Columbus View and 3D,
* with 0.0 being 2D or Columbus View and 1.0 being 3D.
*
* @type {Number}
* @default 1.0
*/
this.morphTime = 1.0;
/**
* The far-to-near ratio of the multi-frustum when using a normal depth buffer.
*
* This value is used to create the near and far values for each frustum of the multi-frustum. It is only used
* when {@link Scene#logarithmicDepthBuffer} is false
. When logarithmicDepthBuffer
is
* true
, use {@link Scene#logarithmicDepthFarToNearRatio}.
*
* This value is used to create the near and far values for each frustum of the multi-frustum. It is only used
* when {@link Scene#logarithmicDepthBuffer} is true
. When logarithmicDepthBuffer
is
* false
, use {@link Scene#farToNearRatio}.
*
* A function that determines what commands are executed. As shown in the examples below,
* the function receives the command's owner
as an argument, and returns a boolean indicating if the
* command should be executed.
*
* The default is undefined
, indicating that all commands are executed.
*
* When true
, commands are randomly shaded. This is useful
* for performance analysis to see what parts of a scene or model are
* command-dense and could benefit from batching.
*
* When true
, commands are shaded based on the frustums they
* overlap. Commands in the closest frustum are tinted red, commands in
* the next closest are green, and commands in the farthest frustum are
* blue. If a command overlaps more than one frustum, the color components
* are combined, e.g., a command overlapping the first two frustums is tinted
* yellow.
*
* Displays frames per second and time between frames. *
* * @type Boolean * * @default false */ this.debugShowFramesPerSecond = false; /** * This property is for debugging only; it is not for production use. ** Displays depth information for the indicated frustum. *
* * @type Boolean * * @default false */ this.debugShowGlobeDepth = false; /** * This property is for debugging only; it is not for production use. ** Indicates which frustum will have depth information displayed. *
* * @type Number * * @default 1 */ this.debugShowDepthFrustum = 1; /** * This property is for debugging only; it is not for production use. *
* When true
, draws outlines to show the boundaries of the camera frustums
*
true
, enables picking using the depth buffer.
*
* @type Boolean
* @default true
*/
this.useDepthPicking = true;
/**
* When true
, enables picking translucent geometry using the depth buffer. Note that {@link Scene#useDepthPicking} must also be true for enabling this to work.
*
*
* Render must be called between picks.
*
There is a decrease in performance when enabled. There are extra draw calls to write depth for
* translucent geometry.
*
false
, 3D Tiles will render normally. When true
, classified 3D Tile geometry will render normally and
* unclassified 3D Tile geometry will render with the color multiplied by {@link Scene#invertClassificationColor}.
* @type {Boolean}
* @default false
*/
this.invertClassification = false;
/**
* The highlight color of unclassified 3D Tile geometry when {@link Scene#invertClassification} is true
.
* When the color's alpha is less than 1.0, the unclassified portions of the 3D Tiles will not blend correctly with the classified positions of the 3D Tiles.
*Also, when the color's alpha is less than 1.0, the WEBGL_depth_texture and EXT_frag_depth WebGL extensions must be supported.
* @type {Color} * @default Color.WHITE */ this.invertClassificationColor = Color.clone(Color.WHITE); this._actualInvertClassificationColor = Color.clone(this._invertClassificationColor); this._invertClassification = new InvertClassification(); /** * The focal length for use when with cardboard or WebVR. * @type {Number} */ this.focalLength = undefined; /** * The eye separation distance in meters for use with cardboard or WebVR. * @type {Number} */ this.eyeSeparation = undefined; /** * Post processing effects applied to the final render. * @type {PostProcessStageCollection} */ this.postProcessStages = new PostProcessStageCollection(); this._brdfLutGenerator = new BrdfLutGenerator(); this._terrainExaggeration = defaultValue(options.terrainExaggeration, 1.0); this._performanceDisplay = undefined; this._debugVolume = undefined; this._screenSpaceCameraController = new ScreenSpaceCameraController(this); this._mapMode2D = defaultValue(options.mapMode2D, MapMode2D.INFINITE_SCROLL); // Keeps track of the state of a frame. FrameState is the state across // the primitives of the scene. This state is for internally keeping track // of celestial and environment effects that need to be updated/rendered in // a certain order as well as updating/tracking framebuffer usage. this._environmentState = { skyBoxCommand : undefined, skyAtmosphereCommand : undefined, sunDrawCommand : undefined, sunComputeCommand : undefined, moonCommand : undefined, isSunVisible : false, isMoonVisible : false, isReadyForAtmosphere : false, isSkyAtmosphereVisible : false, clearGlobeDepth : false, useDepthPlane : false, renderTranslucentDepthForPick : false, originalFramebuffer : undefined, useGlobeDepthFramebuffer : false, separatePrimitiveFramebuffer : false, useOIT : false, useInvertClassification : false, usePostProcess : false, usePostProcessSelected : false, useWebVR : false }; this._useWebVR = false; this._cameraVR = undefined; this._aspectRatioVR = undefined; /** * Whentrue
, rendering a frame will only occur when needed as determined by changes within the scene.
* Enabling improves performance of the application, but requires using {@link Scene#requestRender}
* to render a new frame explicitly in this mode. This will be necessary in many cases after making changes
* to the scene in other parts of the API.
*
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
* @see Scene#maximumRenderTimeChange
* @see Scene#requestRender
*
* @type {Boolean}
* @default false
*/
this.requestRenderMode = defaultValue(options.requestRenderMode, false);
this._renderRequested = true;
/**
* If {@link Scene#requestRenderMode} is true
, this value defines the maximum change in
* simulation time allowed before a render is requested. Lower values increase the number of frames rendered
* and higher values decrease the number of frames rendered. If undefined
, changes to
* the simulation time will never request a render.
* This value impacts the rate of rendering for changes in the scene like lighting, entity property updates,
* and animations.
*
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
* @see Scene#requestRenderMode
*
* @type {Number}
* @default 0.5
*/
this.maximumRenderTimeChange = defaultValue(options.maximumRenderTimeChange, 0.0);
this._lastRenderTime = undefined;
this._frameRateMonitor = undefined;
this._removeRequestListenerCallback = RequestScheduler.requestCompletedEvent.addEventListener(requestRenderAfterFrame(this));
this._removeTaskProcessorListenerCallback = TaskProcessor.taskCompletedEvent.addEventListener(requestRenderAfterFrame(this));
this._removeGlobeCallbacks = [];
var viewport = new BoundingRectangle(0, 0, context.drawingBufferWidth, context.drawingBufferHeight);
var camera = new Camera(this);
if (this._logDepthBuffer) {
camera.frustum.near = 0.1;
camera.frustum.far = 10000000000.0;
}
/**
* The camera view for the scene camera flight destination. Used for preloading flight destination tiles.
* @type {Camera}
* @private
*/
this.preloadFlightCamera = new Camera(this);
/**
* The culling volume for the scene camera flight destination. Used for preloading flight destination tiles.
* @type {CullingVolume}
* @private
*/
this.preloadFlightCullingVolume = undefined;
this._picking = new Picking(this);
this._defaultView = new View(this, camera, viewport);
this._view = this._defaultView;
this._hdr = undefined;
this._hdrDirty = undefined;
this.highDynamicRange = false;
this.gamma = 2.2;
this._sunColor = new Cartesian3(1.8, 1.85, 2.0);
/**
* The spherical harmonic coefficients for image-based lighting of PBR models.
* @type {Cartesian3[]}
*/
this.sphericalHarmonicCoefficients = undefined;
/**
* The url to the KTX file containing the specular environment map and convoluted mipmaps for image-based lighting of PBR models.
* @type {String}
*/
this.specularEnvironmentMaps = undefined;
this._specularEnvironmentMapAtlas = undefined;
// Give frameState, camera, and screen space camera controller initial state before rendering
updateFrameNumber(this, 0.0, JulianDate.now());
this.updateFrameState();
this.initializeFrame();
}
function updateGlobeListeners(scene, globe) {
for (var i = 0; i < scene._removeGlobeCallbacks.length; ++i) {
scene._removeGlobeCallbacks[i]();
}
scene._removeGlobeCallbacks.length = 0;
var removeGlobeCallbacks = [];
if (defined(globe)) {
removeGlobeCallbacks.push(globe.imageryLayersUpdatedEvent.addEventListener(requestRenderAfterFrame(scene)));
removeGlobeCallbacks.push(globe.terrainProviderChanged.addEventListener(requestRenderAfterFrame(scene)));
}
scene._removeGlobeCallbacks = removeGlobeCallbacks;
}
defineProperties(Scene.prototype, {
/**
* Gets the canvas element to which this scene is bound.
* @memberof Scene.prototype
*
* @type {Canvas}
* @readonly
*/
canvas : {
get : function() {
return this._canvas;
}
},
/**
* The drawingBufferHeight of the underlying GL context.
* @memberof Scene.prototype
*
* @type {Number}
* @readonly
*
* @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferHeight|drawingBufferHeight}
*/
drawingBufferHeight : {
get : function() {
return this._context.drawingBufferHeight;
}
},
/**
* The drawingBufferHeight of the underlying GL context.
* @memberof Scene.prototype
*
* @type {Number}
* @readonly
*
* @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferHeight|drawingBufferHeight}
*/
drawingBufferWidth : {
get : function() {
return this._context.drawingBufferWidth;
}
},
/**
* The maximum aliased line width, in pixels, supported by this WebGL implementation. It will be at least one.
* @memberof Scene.prototype
*
* @type {Number}
* @readonly
*
* @see {@link https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGet.xml|glGet} with ALIASED_LINE_WIDTH_RANGE
.
*/
maximumAliasedLineWidth : {
get : function() {
return ContextLimits.maximumAliasedLineWidth;
}
},
/**
* The maximum length in pixels of one edge of a cube map, supported by this WebGL implementation. It will be at least 16.
* @memberof Scene.prototype
*
* @type {Number}
* @readonly
*
* @see {@link https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGet.xml|glGet} with GL_MAX_CUBE_MAP_TEXTURE_SIZE
.
*/
maximumCubeMapSize : {
get : function() {
return ContextLimits.maximumCubeMapSize;
}
},
/**
* Returns true
if the {@link Scene#pickPosition} function is supported.
* @memberof Scene.prototype
*
* @type {Boolean}
* @readonly
*
* @see Scene#pickPosition
*/
pickPositionSupported : {
get : function() {
return this._context.depthTexture;
}
},
/**
* Returns true
if the {@link Scene#sampleHeight} and {@link Scene#sampleHeightMostDetailed} functions are supported.
* @memberof Scene.prototype
*
* @type {Boolean}
* @readonly
*
* @see Scene#sampleHeight
* @see Scene#sampleHeightMostDetailed
*/
sampleHeightSupported : {
get : function() {
return this._context.depthTexture;
}
},
/**
* Returns true
if the {@link Scene#clampToHeight} and {@link Scene#clampToHeightMostDetailed} functions are supported.
* @memberof Scene.prototype
*
* @type {Boolean}
* @readonly
*
* @see Scene#clampToHeight
* @see Scene#clampToHeightMostDetailed
*/
clampToHeightSupported : {
get : function() {
return this._context.depthTexture;
}
},
/**
* Returns true
if the {@link Scene#invertClassification} is supported.
* @memberof Scene.prototype
*
* @type {Boolean}
* @readonly
*
* @see Scene#invertClassification
*/
invertClassificationSupported : {
get : function() {
return this._context.depthTexture;
}
},
/**
* Returns true
if specular environment maps are supported.
* @memberof Scene.prototype
*
* @type {Boolean}
* @readonly
*
* @see Scene#specularEnvironmentMaps
*/
specularEnvironmentMapsSupported : {
get : function() {
return OctahedralProjectedCubeMap.isSupported(this._context);
}
},
/**
* Gets or sets the depth-test ellipsoid.
* @memberof Scene.prototype
*
* @type {Globe}
*/
globe : {
get: function() {
return this._globe;
},
set: function(globe) {
this._globe = this._globe && this._globe.destroy();
this._globe = globe;
updateGlobeListeners(this, globe);
}
},
/**
* Gets the collection of primitives.
* @memberof Scene.prototype
*
* @type {PrimitiveCollection}
* @readonly
*/
primitives : {
get : function() {
return this._primitives;
}
},
/**
* Gets the collection of ground primitives.
* @memberof Scene.prototype
*
* @type {PrimitiveCollection}
* @readonly
*/
groundPrimitives : {
get : function() {
return this._groundPrimitives;
}
},
/**
* Gets or sets the camera.
* @memberof Scene.prototype
*
* @type {Camera}
* @readonly
*/
camera : {
get : function() {
return this._view.camera;
},
set : function(camera) {
// For internal use only. Documentation is still @readonly.
this._view.camera = camera;
}
},
/**
* Gets or sets the view.
* @memberof Scene.prototype
*
* @type {View}
* @readonly
*
* @private
*/
view : {
get : function() {
return this._view;
},
set : function(view) {
// For internal use only. Documentation is still @readonly.
this._view = view;
}
},
/**
* Gets the default view.
* @memberof Scene.prototype
*
* @type {View}
* @readonly
*
* @private
*/
defaultView : {
get : function() {
return this._defaultView;
}
},
/**
* Gets picking functions and state
* @memberof Scene.prototype
*
* @type {Picking}
* @readonly
*
* @private
*/
picking : {
get : function() {
return this._picking;
}
},
/**
* Gets the controller for camera input handling.
* @memberof Scene.prototype
*
* @type {ScreenSpaceCameraController}
* @readonly
*/
screenSpaceCameraController : {
get : function() {
return this._screenSpaceCameraController;
}
},
/**
* Get the map projection to use in 2D and Columbus View modes.
* @memberof Scene.prototype
*
* @type {MapProjection}
* @readonly
*
* @default new GeographicProjection()
*/
mapProjection : {
get: function() {
return this._mapProjection;
}
},
/**
* Gets the job scheduler
* @memberof Scene.prototype
* @type {JobScheduler}
* @readonly
*
* @private
*/
jobScheduler : {
get: function() {
return this._jobScheduler;
}
},
/**
* Gets state information about the current scene. If called outside of a primitive's update
* function, the previous frame's state is returned.
* @memberof Scene.prototype
*
* @type {FrameState}
* @readonly
*
* @private
*/
frameState : {
get: function() {
return this._frameState;
}
},
/**
* Gets the environment state.
* @memberof Scene.prototype
*
* @type {EnvironmentState}
* @readonly
*
* @private
*/
environmentState : {
get: function() {
return this._environmentState;
}
},
/**
* Gets the collection of tweens taking place in the scene.
* @memberof Scene.prototype
*
* @type {TweenCollection}
* @readonly
*
* @private
*/
tweens : {
get : function() {
return this._tweens;
}
},
/**
* Gets the collection of image layers that will be rendered on the globe.
* @memberof Scene.prototype
*
* @type {ImageryLayerCollection}
* @readonly
*/
imageryLayers : {
get : function() {
if (!defined(this.globe)) {
return undefined;
}
return this.globe.imageryLayers;
}
},
/**
* The terrain provider providing surface geometry for the globe.
* @memberof Scene.prototype
*
* @type {TerrainProvider}
*/
terrainProvider : {
get : function() {
if (!defined(this.globe)) {
return undefined;
}
return this.globe.terrainProvider;
},
set : function(terrainProvider) {
if (defined(this.globe)) {
this.globe.terrainProvider = terrainProvider;
}
}
},
/**
* Gets an event that's raised when the terrain provider is changed
* @memberof Scene.prototype
*
* @type {Event}
* @readonly
*/
terrainProviderChanged : {
get : function() {
if (!defined(this.globe)) {
return undefined;
}
return this.globe.terrainProviderChanged;
}
},
/**
* Gets the event that will be raised before the scene is updated or rendered. Subscribers to the event
* receive the Scene instance as the first parameter and the current time as the second parameter.
* @memberof Scene.prototype
*
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
* @see Scene#postUpdate
* @see Scene#preRender
* @see Scene#postRender
*
* @type {Event}
* @readonly
*/
preUpdate : {
get : function() {
return this._preUpdate;
}
},
/**
* Gets the event that will be raised immediately after the scene is updated and before the scene is rendered.
* Subscribers to the event receive the Scene instance as the first parameter and the current time as the second
* parameter.
* @memberof Scene.prototype
*
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
* @see Scene#preUpdate
* @see Scene#preRender
* @see Scene#postRender
*
* @type {Event}
* @readonly
*/
postUpdate : {
get : function() {
return this._postUpdate;
}
},
/**
* Gets the event that will be raised when an error is thrown inside the render
function.
* The Scene instance and the thrown error are the only two parameters passed to the event handler.
* By default, errors are not rethrown after this event is raised, but that can be changed by setting
* the rethrowRenderErrors
property.
* @memberof Scene.prototype
*
* @type {Event}
* @readonly
*/
renderError : {
get : function() {
return this._renderError;
}
},
/**
* Gets the event that will be raised after the scene is updated and immediately before the scene is rendered.
* Subscribers to the event receive the Scene instance as the first parameter and the current time as the second
* parameter.
* @memberof Scene.prototype
*
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
* @see Scene#preUpdate
* @see Scene#postUpdate
* @see Scene#postRender
*
* @type {Event}
* @readonly
*/
preRender : {
get : function() {
return this._preRender;
}
},
/**
* Gets the event that will be raised immediately after the scene is rendered. Subscribers to the event
* receive the Scene instance as the first parameter and the current time as the second parameter.
* @memberof Scene.prototype
*
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
* @see Scene#preUpdate
* @see Scene#postUpdate
* @see Scene#postRender
*
* @type {Event}
* @readonly
*/
postRender : {
get : function() {
return this._postRender;
}
},
/**
* Gets the simulation time when the scene was last rendered. Returns undefined if the scene has not yet been
* rendered.
* @memberof Scene.prototype
*
* @type {JulianDate}
* @readonly
*/
lastRenderTime : {
get : function() {
return this._lastRenderTime;
}
},
/**
* @memberof Scene.prototype
* @private
* @readonly
*/
context : {
get : function() {
return this._context;
}
},
/**
* This property is for debugging only; it is not for production use.
*
* When {@link Scene.debugShowFrustums} is true
, this contains
* properties with statistics about the number of command execute per frustum.
* totalCommands
is the total number of commands executed, ignoring
* overlap. commandsInFrustums
is an array with the number of times
* commands are executed redundantly, e.g., how many commands overlap two or
* three frustums.
*
true
, splits the scene into two viewports with steroscopic views for the left and right eyes.
* Used for cardboard and WebVR.
* @memberof Scene.prototype
* @type {Boolean}
* @default false
*/
useWebVR : {
get : function() {
return this._useWebVR;
},
set : function(value) {
//>>includeStart('debug', pragmas.debug);
if (this.camera.frustum instanceof OrthographicFrustum) {
throw new DeveloperError('VR is unsupported with an orthographic projection.');
}
//>>includeEnd('debug');
this._useWebVR = value;
if (this._useWebVR) {
this._frameState.creditDisplay.container.style.visibility = 'hidden';
this._cameraVR = new Camera(this);
if (!defined(this._deviceOrientationCameraController)) {
this._deviceOrientationCameraController = new DeviceOrientationCameraController(this);
}
this._aspectRatioVR = this.camera.frustum.aspectRatio;
} else {
this._frameState.creditDisplay.container.style.visibility = 'visible';
this._cameraVR = undefined;
this._deviceOrientationCameraController = this._deviceOrientationCameraController && !this._deviceOrientationCameraController.isDestroyed() && this._deviceOrientationCameraController.destroy();
this.camera.frustum.aspectRatio = this._aspectRatioVR;
this.camera.frustum.xOffset = 0.0;
}
}
},
/**
* Determines if the 2D map is rotatable or can be scrolled infinitely in the horizontal direction.
* @memberof Scene.prototype
* @type {MapMode2D}
*/
mapMode2D : {
get : function() {
return this._mapMode2D;
}
},
/**
* Gets or sets the position of the Imagery splitter within the viewport. Valid values are between 0.0 and 1.0.
* @memberof Scene.prototype
*
* @type {Number}
*/
imagerySplitPosition : {
get: function() {
return this._frameState.imagerySplitPosition;
},
set: function(value) {
this._frameState.imagerySplitPosition = value;
}
},
/**
* The distance from the camera at which to disable the depth test of billboards, labels and points
* to, for example, prevent clipping against terrain. When set to zero, the depth test should always
* be applied. When less than zero, the depth test should never be applied. Setting the disableDepthTestDistance
* property of a billboard, label or point will override this value.
* @memberof Scene.prototype
* @type {Number}
* @default 0.0
*/
minimumDisableDepthTestDistance : {
get : function() {
return this._minimumDisableDepthTestDistance;
},
set : function(value) {
//>>includeStart('debug', pragmas.debug);
if (!defined(value) || value < 0.0) {
throw new DeveloperError('minimumDisableDepthTestDistance must be greater than or equal to 0.0.');
}
//>>includeEnd('debug');
this._minimumDisableDepthTestDistance = value;
}
},
/**
* Whether or not to use a logarithmic depth buffer. Enabling this option will allow for less frustums in the multi-frustum,
* increasing performance. This property relies on fragmentDepth being supported.
* @memberof Scene.prototype
* @type {Boolean}
*/
logarithmicDepthBuffer : {
get : function() {
return this._logDepthBuffer;
},
set : function(value) {
value = this._context.fragmentDepth && value;
if (this._logDepthBuffer !== value) {
this._logDepthBuffer = value;
this._logDepthBufferDirty = true;
this._defaultView.updateFrustums = true;
}
}
},
/**
* The value used for gamma correction. This is only used when rendering with high dynamic range.
* @memberof Scene.prototype
* @type {Number}
* @default 2.2
*/
gamma : {
get : function() {
return this._context.uniformState.gamma;
},
set : function(value) {
this._context.uniformState.gamma = value;
}
},
/**
* Whether or not to use high dynamic range rendering.
* @memberof Scene.prototype
* @type {Boolean}
* @default true
*/
highDynamicRange : {
get : function() {
return this._hdr;
},
set : function(value) {
var context = this._context;
var hdr = value && context.depthTexture && (context.colorBufferFloat || context.colorBufferHalfFloat);
this._hdrDirty = hdr !== this._hdr;
this._hdr = hdr;
}
},
/**
* Whether or not high dynamic range rendering is supported.
* @memberof Scene.prototype
* @type {Boolean}
* @default true
*/
highDynamicRangeSupported : {
get : function() {
var context = this._context;
return context.depthTexture && (context.colorBufferFloat || context.colorBufferHalfFloat);
}
},
/**
* Gets or sets the color of the light emitted by the sun.
*
* @memberof Scene.prototype
* @type {Cartesian3}
* @default Cartesian3(1.8, 1.85, 2.0)
*/
sunColor: {
get: function() {
return this._sunColor;
},
set: function(value) {
this._sunColor = value;
}
},
/**
* Ratio between a pixel and a density-independent pixel. Provides a standard unit of
* measure for real pixel measurements appropriate to a particular device.
*
* @memberof Scene.prototype
* @type {Number}
* @default 1.0
* @private
*/
pixelRatio: {
get: function() {
return this._frameState.pixelRatio;
},
set: function(value) {
this._frameState.pixelRatio = value;
}
},
/**
* @private
*/
opaqueFrustumNearOffset : {
get : function() {
return this._frameState.useLogDepth ? 0.9 : 0.9999;
}
}
});
/**
* Determines if a compressed texture format is supported.
* @param {String} format The texture format. May be the name of the format or the WebGL extension name, e.g. s3tc or WEBGL_compressed_texture_s3tc.
* @return {boolean} Whether or not the format is supported.
*/
Scene.prototype.getCompressedTextureFormatSupported = function(format) {
var context = this.context;
return ((format === 'WEBGL_compressed_texture_s3tc' || format === 's3tc') && context.s3tc) ||
((format === 'WEBGL_compressed_texture_pvrtc' || format === 'pvrtc') && context.pvrtc) ||
((format === 'WEBGL_compressed_texture_etc1' || format === 'etc1') && context.etc1);
};
function updateDerivedCommands(scene, command, shadowsDirty) {
var frameState = scene._frameState;
var context = scene._context;
var oit = scene._view.oit;
var lightShadowMaps = frameState.shadowState.lightShadowMaps;
var lightShadowsEnabled = frameState.shadowState.lightShadowsEnabled;
var derivedCommands = command.derivedCommands;
if (defined(command.pickId)) {
derivedCommands.picking = DerivedCommand.createPickDerivedCommand(scene, command, context, derivedCommands.picking);
}
if (!command.pickOnly) {
derivedCommands.depth = DerivedCommand.createDepthOnlyDerivedCommand(scene, command, context, derivedCommands.depth);
}
derivedCommands.originalCommand = command;
if (scene._hdr) {
derivedCommands.hdr = DerivedCommand.createHdrCommand(command, context, derivedCommands.hdr);
command = derivedCommands.hdr.command;
derivedCommands = command.derivedCommands;
}
if (lightShadowsEnabled && command.receiveShadows) {
derivedCommands.shadows = ShadowMap.createReceiveDerivedCommand(lightShadowMaps, command, shadowsDirty, context, derivedCommands.shadows);
}
if (command.pass === Pass.TRANSLUCENT && defined(oit) && oit.isSupported()) {
if (lightShadowsEnabled && command.receiveShadows) {
derivedCommands.oit = defined(derivedCommands.oit) ? derivedCommands.oit : {};
derivedCommands.oit.shadows = oit.createDerivedCommands(derivedCommands.shadows.receiveCommand, context, derivedCommands.oit.shadows);
} else {
derivedCommands.oit = oit.createDerivedCommands(command, context, derivedCommands.oit);
}
}
}
/**
* @private
*/
Scene.prototype.updateDerivedCommands = function(command) {
if (!defined(command.derivedCommands)) {
// Is not a DrawCommand
return;
}
var frameState = this._frameState;
var context = this._context;
// Update derived commands when any shadow maps become dirty
var shadowsDirty = false;
var lastDirtyTime = frameState.shadowState.lastDirtyTime;
if (command.lastDirtyTime !== lastDirtyTime) {
command.lastDirtyTime = lastDirtyTime;
command.dirty = true;
shadowsDirty = true;
}
var useLogDepth = frameState.useLogDepth;
var useHdr = this._hdr;
var derivedCommands = command.derivedCommands;
var hasLogDepthDerivedCommands = defined(derivedCommands.logDepth);
var hasHdrCommands = defined(derivedCommands.hdr);
var hasDerivedCommands = defined(derivedCommands.originalCommand);
var needsLogDepthDerivedCommands = useLogDepth && !hasLogDepthDerivedCommands;
var needsHdrCommands = useHdr && !hasHdrCommands;
var needsDerivedCommands = (!useLogDepth || !useHdr) && !hasDerivedCommands;
command.dirty = command.dirty || needsLogDepthDerivedCommands || needsHdrCommands || needsDerivedCommands;
if (command.dirty) {
command.dirty = false;
var shadowMaps = frameState.shadowState.shadowMaps;
var shadowsEnabled = frameState.shadowState.shadowsEnabled;
if (shadowsEnabled && command.castShadows) {
derivedCommands.shadows = ShadowMap.createCastDerivedCommand(shadowMaps, command, shadowsDirty, context, derivedCommands.shadows);
}
if (hasLogDepthDerivedCommands || needsLogDepthDerivedCommands) {
derivedCommands.logDepth = DerivedCommand.createLogDepthCommand(command, context, derivedCommands.logDepth);
updateDerivedCommands(this, derivedCommands.logDepth.command, shadowsDirty);
}
if (hasDerivedCommands || needsDerivedCommands) {
updateDerivedCommands(this, command, shadowsDirty);
}
}
};
var renderTilesetPassState = new Cesium3DTilePassState({
pass : Cesium3DTilePass.RENDER
});
var preloadTilesetPassState = new Cesium3DTilePassState({
pass : Cesium3DTilePass.PRELOAD
});
var preloadFlightTilesetPassState = new Cesium3DTilePassState({
pass : Cesium3DTilePass.PRELOAD_FLIGHT
});
var requestRenderModeDeferCheckPassState = new Cesium3DTilePassState({
pass : Cesium3DTilePass.REQUEST_RENDER_MODE_DEFER_CHECK
});
var scratchOccluderBoundingSphere = new BoundingSphere();
var scratchOccluder;
function getOccluder(scene) {
// TODO: The occluder is the top-level globe. When we add
// support for multiple central bodies, this should be the closest one.
var globe = scene.globe;
if (scene._mode === SceneMode.SCENE3D && defined(globe) && globe.show) {
var ellipsoid = globe.ellipsoid;
scratchOccluderBoundingSphere.radius = ellipsoid.minimumRadius;
scratchOccluder = Occluder.fromBoundingSphere(scratchOccluderBoundingSphere, scene.camera.positionWC, scratchOccluder);
return scratchOccluder;
}
return undefined;
}
/**
* @private
*/
Scene.prototype.clearPasses = function(passes) {
passes.render = false;
passes.pick = false;
passes.depth = false;
passes.postProcess = false;
passes.offscreen = false;
};
function updateFrameNumber(scene, frameNumber, time) {
var frameState = scene._frameState;
frameState.frameNumber = frameNumber;
frameState.time = JulianDate.clone(time, frameState.time);
}
/**
* @private
*/
Scene.prototype.updateFrameState = function() {
var camera = this.camera;
var frameState = this._frameState;
frameState.commandList.length = 0;
frameState.shadowMaps.length = 0;
frameState.brdfLutGenerator = this._brdfLutGenerator;
frameState.environmentMap = this.skyBox && this.skyBox._cubeMap;
frameState.mode = this._mode;
frameState.morphTime = this.morphTime;
frameState.mapProjection = this.mapProjection;
frameState.camera = camera;
frameState.cullingVolume = camera.frustum.computeCullingVolume(camera.positionWC, camera.directionWC, camera.upWC);
frameState.occluder = getOccluder(this);
frameState.terrainExaggeration = this._terrainExaggeration;
frameState.minimumDisableDepthTestDistance = this._minimumDisableDepthTestDistance;
frameState.invertClassification = this.invertClassification;
frameState.useLogDepth = this._logDepthBuffer && !(this.camera.frustum instanceof OrthographicFrustum || this.camera.frustum instanceof OrthographicOffCenterFrustum);
frameState.sunColor = this._sunColor;
if (defined(this._specularEnvironmentMapAtlas) && this._specularEnvironmentMapAtlas.ready) {
frameState.specularEnvironmentMaps = this._specularEnvironmentMapAtlas.texture;
frameState.specularEnvironmentMapsMaximumLOD = this._specularEnvironmentMapAtlas.maximumMipmapLevel;
} else {
frameState.specularEnvironmentMaps = undefined;
frameState.specularEnvironmentMapsMaximumLOD = undefined;
}
frameState.sphericalHarmonicCoefficients = this.sphericalHarmonicCoefficients;
this._actualInvertClassificationColor = Color.clone(this.invertClassificationColor, this._actualInvertClassificationColor);
if (!InvertClassification.isTranslucencySupported(this._context)) {
this._actualInvertClassificationColor.alpha = 1.0;
}
frameState.invertClassificationColor = this._actualInvertClassificationColor;
if (defined(this.globe)) {
frameState.maximumScreenSpaceError = this.globe.maximumScreenSpaceError;
} else {
frameState.maximumScreenSpaceError = 2;
}
this.clearPasses(frameState.passes);
frameState.tilesetPassState = undefined;
};
/**
* @private
*/
Scene.prototype.isVisible = function(command, cullingVolume, occluder) {
return ((defined(command)) &&
((!defined(command.boundingVolume)) ||
!command.cull ||
((cullingVolume.computeVisibility(command.boundingVolume) !== Intersect.OUTSIDE) &&
(!defined(occluder) || !command.occlude || !command.boundingVolume.isOccluded(occluder)))));
};
function getAttributeLocations(shaderProgram) {
var attributeLocations = {};
var attributes = shaderProgram.vertexAttributes;
for (var a in attributes) {
if (attributes.hasOwnProperty(a)) {
attributeLocations[a] = attributes[a].index;
}
}
return attributeLocations;
}
function createDebugFragmentShaderProgram(command, scene, shaderProgram) {
var context = scene.context;
var sp = defaultValue(shaderProgram, command.shaderProgram);
var fs = sp.fragmentShaderSource.clone();
var targets = [];
fs.sources = fs.sources.map(function(source) {
source = ShaderSource.replaceMain(source, 'czm_Debug_main');
var re = /gl_FragData\[(\d+)\]/g;
var match;
while ((match = re.exec(source)) !== null) {
if (targets.indexOf(match[1]) === -1) {
targets.push(match[1]);
}
}
return source;
});
var length = targets.length;
var newMain =
'void main() \n' +
'{ \n' +
' czm_Debug_main(); \n';
var i;
if (scene.debugShowCommands) {
if (!defined(command._debugColor)) {
command._debugColor = Color.fromRandom();
}
var c = command._debugColor;
if (length > 0) {
for (i = 0; i < length; ++i) {
newMain += ' gl_FragData[' + targets[i] + '].rgb *= vec3(' + c.red + ', ' + c.green + ', ' + c.blue + '); \n';
}
} else {
newMain += ' ' + 'gl_FragColor' + '.rgb *= vec3(' + c.red + ', ' + c.green + ', ' + c.blue + '); \n';
}
}
if (scene.debugShowFrustums) {
// Support up to three frustums. If a command overlaps all
// three, it's code is not changed.
var r = (command.debugOverlappingFrustums & (1 << 0)) ? '1.0' : '0.0';
var g = (command.debugOverlappingFrustums & (1 << 1)) ? '1.0' : '0.0';
var b = (command.debugOverlappingFrustums & (1 << 2)) ? '1.0' : '0.0';
if (length > 0) {
for (i = 0; i < length; ++i) {
newMain += ' gl_FragData[' + targets[i] + '].rgb *= vec3(' + r + ', ' + g + ', ' + b + '); \n';
}
} else {
newMain += ' ' + 'gl_FragColor' + '.rgb *= vec3(' + r + ', ' + g + ', ' + b + '); \n';
}
}
newMain += '}';
fs.sources.push(newMain);
var attributeLocations = getAttributeLocations(sp);
return ShaderProgram.fromCache({
context : context,
vertexShaderSource : sp.vertexShaderSource,
fragmentShaderSource : fs,
attributeLocations : attributeLocations
});
}
function executeDebugCommand(command, scene, passState) {
var debugCommand = DrawCommand.shallowClone(command);
debugCommand.shaderProgram = createDebugFragmentShaderProgram(command, scene);
debugCommand.execute(scene.context, passState);
debugCommand.shaderProgram.destroy();
}
var transformFrom2D = new Matrix4(0.0, 0.0, 1.0, 0.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0);
transformFrom2D = Matrix4.inverseTransformation(transformFrom2D, transformFrom2D);
function debugShowBoundingVolume(command, scene, passState, debugFramebuffer) {
// Debug code to draw bounding volume for command. Not optimized!
// Assumes bounding volume is a bounding sphere or box
var frameState = scene._frameState;
var context = frameState.context;
var boundingVolume = command.boundingVolume;
if (defined(scene._debugVolume)) {
scene._debugVolume.destroy();
}
var geometry;
var center = Cartesian3.clone(boundingVolume.center);
if (frameState.mode !== SceneMode.SCENE3D) {
center = Matrix4.multiplyByPoint(transformFrom2D, center, center);
var projection = frameState.mapProjection;
var centerCartographic = projection.unproject(center);
center = projection.ellipsoid.cartographicToCartesian(centerCartographic);
}
if (defined(boundingVolume.radius)) {
var radius = boundingVolume.radius;
geometry = GeometryPipeline.toWireframe(EllipsoidGeometry.createGeometry(new EllipsoidGeometry({
radii : new Cartesian3(radius, radius, radius),
vertexFormat : PerInstanceColorAppearance.FLAT_VERTEX_FORMAT
})));
scene._debugVolume = new Primitive({
geometryInstances : new GeometryInstance({
geometry : geometry,
modelMatrix : Matrix4.fromTranslation(center),
attributes : {
color : new ColorGeometryInstanceAttribute(1.0, 0.0, 0.0, 1.0)
}
}),
appearance : new PerInstanceColorAppearance({
flat : true,
translucent : false
}),
asynchronous : false
});
} else {
var halfAxes = boundingVolume.halfAxes;
geometry = GeometryPipeline.toWireframe(BoxGeometry.createGeometry(BoxGeometry.fromDimensions({
dimensions : new Cartesian3(2.0, 2.0, 2.0),
vertexFormat : PerInstanceColorAppearance.FLAT_VERTEX_FORMAT
})));
scene._debugVolume = new Primitive({
geometryInstances : new GeometryInstance({
geometry : geometry,
modelMatrix : Matrix4.fromRotationTranslation(halfAxes, center, new Matrix4()),
attributes : {
color : new ColorGeometryInstanceAttribute(1.0, 0.0, 0.0, 1.0)
}
}),
appearance : new PerInstanceColorAppearance({
flat : true,
translucent : false
}),
asynchronous : false
});
}
var savedCommandList = frameState.commandList;
var commandList = frameState.commandList = [];
scene._debugVolume.update(frameState);
command = commandList[0];
if (frameState.useLogDepth) {
var logDepth = DerivedCommand.createLogDepthCommand(command, context);
command = logDepth.command;
}
var framebuffer;
if (defined(debugFramebuffer)) {
framebuffer = passState.framebuffer;
passState.framebuffer = debugFramebuffer;
}
command.execute(context, passState);
if (defined(framebuffer)) {
passState.framebuffer = framebuffer;
}
frameState.commandList = savedCommandList;
}
function executeCommand(command, scene, context, passState, debugFramebuffer) {
var frameState = scene._frameState;
if ((defined(scene.debugCommandFilter)) && !scene.debugCommandFilter(command)) {
return;
}
if (command instanceof ClearCommand) {
command.execute(context, passState);
return;
}
if (command.debugShowBoundingVolume && (defined(command.boundingVolume))) {
debugShowBoundingVolume(command, scene, passState, debugFramebuffer);
}
if (frameState.useLogDepth && defined(command.derivedCommands.logDepth)) {
command = command.derivedCommands.logDepth.command;
}
var passes = frameState.passes;
if (!passes.pick && scene._hdr && defined(command.derivedCommands) && defined(command.derivedCommands.hdr)) {
command = command.derivedCommands.hdr.command;
}
if (passes.pick || passes.depth) {
if (passes.pick && !passes.depth && defined(command.derivedCommands.picking)) {
command = command.derivedCommands.picking.pickCommand;
command.execute(context, passState);
return;
} else if (defined(command.derivedCommands.depth)) {
command = command.derivedCommands.depth.depthOnlyCommand;
command.execute(context, passState);
return;
}
}
if (scene.debugShowCommands || scene.debugShowFrustums) {
executeDebugCommand(command, scene, passState);
return;
}
if (frameState.shadowState.lightShadowsEnabled && command.receiveShadows && defined(command.derivedCommands.shadows)) {
// If the command receives shadows, execute the derived shadows command.
// Some commands, such as OIT derived commands, do not have derived shadow commands themselves
// and instead shadowing is built-in. In this case execute the command regularly below.
command.derivedCommands.shadows.receiveCommand.execute(context, passState);
} else {
command.execute(context, passState);
}
}
function executeIdCommand(command, scene, context, passState) {
var frameState = scene._frameState;
var derivedCommands = command.derivedCommands;
if (!defined(derivedCommands)) {
return;
}
if (frameState.useLogDepth && defined(derivedCommands.logDepth)) {
command = derivedCommands.logDepth.command;
}
derivedCommands = command.derivedCommands;
if (defined(derivedCommands.picking)) {
command = derivedCommands.picking.pickCommand;
command.execute(context, passState);
} else if (defined(derivedCommands.depth)) {
command = derivedCommands.depth.depthOnlyCommand;
command.execute(context, passState);
}
}
function backToFront(a, b, position) {
return b.boundingVolume.distanceSquaredTo(position) - a.boundingVolume.distanceSquaredTo(position);
}
function frontToBack(a, b, position) {
// When distances are equal equal favor sorting b before a. This gives render priority to commands later in the list.
return a.boundingVolume.distanceSquaredTo(position) - b.boundingVolume.distanceSquaredTo(position) + CesiumMath.EPSILON12;
}
function executeTranslucentCommandsBackToFront(scene, executeFunction, passState, commands, invertClassification) {
var context = scene.context;
mergeSort(commands, backToFront, scene.camera.positionWC);
if (defined(invertClassification)) {
executeFunction(invertClassification.unclassifiedCommand, scene, context, passState);
}
var length = commands.length;
for (var i = 0; i < length; ++i) {
executeFunction(commands[i], scene, context, passState);
}
}
function executeTranslucentCommandsFrontToBack(scene, executeFunction, passState, commands, invertClassification) {
var context = scene.context;
mergeSort(commands, frontToBack, scene.camera.positionWC);
if (defined(invertClassification)) {
executeFunction(invertClassification.unclassifiedCommand, scene, context, passState);
}
var length = commands.length;
for (var i = 0; i < length; ++i) {
executeFunction(commands[i], scene, context, passState);
}
}
function getDebugGlobeDepth(scene, index) {
var globeDepths = scene._view.debugGlobeDepths;
var globeDepth = globeDepths[index];
if (!defined(globeDepth) && scene.context.depthTexture) {
globeDepth = new GlobeDepth();
globeDepths[index] = globeDepth;
}
return globeDepth;
}
var scratchPerspectiveFrustum = new PerspectiveFrustum();
var scratchPerspectiveOffCenterFrustum = new PerspectiveOffCenterFrustum();
var scratchOrthographicFrustum = new OrthographicFrustum();
var scratchOrthographicOffCenterFrustum = new OrthographicOffCenterFrustum();
function executeCommands(scene, passState) {
var camera = scene.camera;
var context = scene.context;
var us = context.uniformState;
us.updateCamera(camera);
// Create a working frustum from the original camera frustum.
var frustum;
if (defined(camera.frustum.fov)) {
frustum = camera.frustum.clone(scratchPerspectiveFrustum);
} else if (defined(camera.frustum.infiniteProjectionMatrix)){
frustum = camera.frustum.clone(scratchPerspectiveOffCenterFrustum);
} else if (defined(camera.frustum.width)) {
frustum = camera.frustum.clone(scratchOrthographicFrustum);
} else {
frustum = camera.frustum.clone(scratchOrthographicOffCenterFrustum);
}
// Ideally, we would render the sky box and atmosphere last for
// early-z, but we would have to draw it in each frustum
frustum.near = camera.frustum.near;
frustum.far = camera.frustum.far;
us.updateFrustum(frustum);
us.updatePass(Pass.ENVIRONMENT);
var passes = scene._frameState.passes;
var picking = passes.pick;
var environmentState = scene._environmentState;
var view = scene._view;
var renderTranslucentDepthForPick = environmentState.renderTranslucentDepthForPick;
var useWebVR = environmentState.useWebVR;
// Do not render environment primitives during a pick pass since they do not generate picking commands.
if (!picking) {
var skyBoxCommand = environmentState.skyBoxCommand;
if (defined(skyBoxCommand)) {
executeCommand(skyBoxCommand, scene, context, passState);
}
if (environmentState.isSkyAtmosphereVisible) {
executeCommand(environmentState.skyAtmosphereCommand, scene, context, passState);
}
if (environmentState.isSunVisible) {
environmentState.sunDrawCommand.execute(context, passState);
if (scene.sunBloom && !useWebVR) {
var framebuffer;
if (environmentState.useGlobeDepthFramebuffer) {
framebuffer = view.globeDepth.framebuffer;
} else if (environmentState.usePostProcess) {
framebuffer = view.sceneFramebuffer.getFramebuffer();
} else {
framebuffer = environmentState.originalFramebuffer;
}
scene._sunPostProcess.execute(context);
scene._sunPostProcess.copy(context, framebuffer);
passState.framebuffer = framebuffer;
}
}
// Moon can be seen through the atmosphere, since the sun is rendered after the atmosphere.
if (environmentState.isMoonVisible) {
environmentState.moonCommand.execute(context, passState);
}
}
// Determine how translucent surfaces will be handled.
var executeTranslucentCommands;
if (environmentState.useOIT) {
if (!defined(scene._executeOITFunction)) {
scene._executeOITFunction = function(scene, executeFunction, passState, commands, invertClassification) {
view.oit.executeCommands(scene, executeFunction, passState, commands, invertClassification);
};
}
executeTranslucentCommands = scene._executeOITFunction;
} else if (passes.render) {
executeTranslucentCommands = executeTranslucentCommandsBackToFront;
} else {
executeTranslucentCommands = executeTranslucentCommandsFrontToBack;
}
var frustumCommandsList = view.frustumCommandsList;
var numFrustums = frustumCommandsList.length;
var clearGlobeDepth = environmentState.clearGlobeDepth;
var useDepthPlane = environmentState.useDepthPlane;
var separatePrimitiveFramebuffer = environmentState.separatePrimitiveFramebuffer = false;
var clearDepth = scene._depthClearCommand;
var clearStencil = scene._stencilClearCommand;
var clearClassificationStencil = scene._classificationStencilClearCommand;
var depthPlane = scene._depthPlane;
var usePostProcessSelected = environmentState.usePostProcessSelected;
var height2D = camera.position.z;
// Execute commands in each frustum in back to front order
var j;
for (var i = 0; i < numFrustums; ++i) {
var index = numFrustums - i - 1;
var frustumCommands = frustumCommandsList[index];
if (scene.mode === SceneMode.SCENE2D) {
// To avoid z-fighting in 2D, move the camera to just before the frustum
// and scale the frustum depth to be in [1.0, nearToFarDistance2D].
camera.position.z = height2D - frustumCommands.near + 1.0;
frustum.far = Math.max(1.0, frustumCommands.far - frustumCommands.near);
frustum.near = 1.0;
us.update(scene.frameState);
us.updateFrustum(frustum);
} else {
// Avoid tearing artifacts between adjacent frustums in the opaque passes
frustum.near = index !== 0 ? frustumCommands.near * scene.opaqueFrustumNearOffset : frustumCommands.near;
frustum.far = frustumCommands.far;
us.updateFrustum(frustum);
}
var globeDepth = scene.debugShowGlobeDepth ? getDebugGlobeDepth(scene, index) : view.globeDepth;
if (separatePrimitiveFramebuffer) {
// Render to globe framebuffer in GLOBE pass
passState.framebuffer = globeDepth.framebuffer;
}
var fb;
if (scene.debugShowGlobeDepth && defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
globeDepth.update(context, passState, view.viewport, scene._hdr, clearGlobeDepth);
globeDepth.clear(context, passState, scene._clearColorCommand.color);
fb = passState.framebuffer;
passState.framebuffer = globeDepth.framebuffer;
}
clearDepth.execute(context, passState);
if (context.stencilBuffer) {
clearStencil.execute(context, passState);
}
us.updatePass(Pass.GLOBE);
var commands = frustumCommands.commands[Pass.GLOBE];
var length = frustumCommands.indices[Pass.GLOBE];
for (j = 0; j < length; ++j) {
executeCommand(commands[j], scene, context, passState);
}
if (defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
globeDepth.executeCopyDepth(context, passState);
}
if (scene.debugShowGlobeDepth && defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
passState.framebuffer = fb;
}
// Draw terrain classification
us.updatePass(Pass.TERRAIN_CLASSIFICATION);
commands = frustumCommands.commands[Pass.TERRAIN_CLASSIFICATION];
length = frustumCommands.indices[Pass.TERRAIN_CLASSIFICATION];
for (j = 0; j < length; ++j) {
executeCommand(commands[j], scene, context, passState);
}
if (clearGlobeDepth) {
clearDepth.execute(context, passState);
if (useDepthPlane) {
depthPlane.execute(context, passState);
}
}
if (separatePrimitiveFramebuffer) {
// Render to primitive framebuffer in all other passes
passState.framebuffer = globeDepth.primitiveFramebuffer;
}
if (!environmentState.useInvertClassification || picking) {
// Common/fastest path. Draw 3D Tiles and classification normally.
// Draw 3D Tiles
us.updatePass(Pass.CESIUM_3D_TILE);
commands = frustumCommands.commands[Pass.CESIUM_3D_TILE];
length = frustumCommands.indices[Pass.CESIUM_3D_TILE];
for (j = 0; j < length; ++j) {
executeCommand(commands[j], scene, context, passState);
}
if (length > 0) {
if (defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
globeDepth.executeUpdateDepth(context, passState, clearGlobeDepth);
}
// Draw classifications. Modifies 3D Tiles color.
us.updatePass(Pass.CESIUM_3D_TILE_CLASSIFICATION);
commands = frustumCommands.commands[Pass.CESIUM_3D_TILE_CLASSIFICATION];
length = frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION];
for (j = 0; j < length; ++j) {
executeCommand(commands[j], scene, context, passState);
}
}
} else {
// When the invert classification color is opaque:
// Main FBO (FBO1): Main_Color + Main_DepthStencil
// Invert classification FBO (FBO2) : Invert_Color + Main_DepthStencil
//
// 1. Clear FBO2 color to vec4(0.0) for each frustum
// 2. Draw 3D Tiles to FBO2
// 3. Draw classification to FBO2
// 4. Fullscreen pass to FBO1, draw Invert_Color when:
// * Main_DepthStencil has the stencil bit set > 0 (classified)
// 5. Fullscreen pass to FBO1, draw Invert_Color * czm_invertClassificationColor when:
// * Main_DepthStencil has stencil bit set to 0 (unclassified) and
// * Invert_Color !== vec4(0.0)
//
// When the invert classification color is translucent:
// Main FBO (FBO1): Main_Color + Main_DepthStencil
// Invert classification FBO (FBO2): Invert_Color + Invert_DepthStencil
// IsClassified FBO (FBO3): IsClassified_Color + Invert_DepthStencil
//
// 1. Clear FBO2 and FBO3 color to vec4(0.0), stencil to 0, and depth to 1.0
// 2. Draw 3D Tiles to FBO2
// 3. Draw classification to FBO2
// 4. Fullscreen pass to FBO3, draw any color when
// * Invert_DepthStencil has the stencil bit set > 0 (classified)
// 5. Fullscreen pass to FBO1, draw Invert_Color when:
// * Invert_Color !== vec4(0.0) and
// * IsClassified_Color !== vec4(0.0)
// 6. Fullscreen pass to FBO1, draw Invert_Color * czm_invertClassificationColor when:
// * Invert_Color !== vec4(0.0) and
// * IsClassified_Color === vec4(0.0)
//
// NOTE: Step six when translucent invert color occurs after the TRANSLUCENT pass
//
scene._invertClassification.clear(context, passState);
var opaqueClassificationFramebuffer = passState.framebuffer;
passState.framebuffer = scene._invertClassification._fbo;
// Draw normally
us.updatePass(Pass.CESIUM_3D_TILE);
commands = frustumCommands.commands[Pass.CESIUM_3D_TILE];
length = frustumCommands.indices[Pass.CESIUM_3D_TILE];
for (j = 0; j < length; ++j) {
executeCommand(commands[j], scene, context, passState);
}
if (defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
globeDepth.executeUpdateDepth(context, passState, clearGlobeDepth);
}
// Set stencil
us.updatePass(Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW);
commands = frustumCommands.commands[Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW];
length = frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW];
for (j = 0; j < length; ++j) {
executeCommand(commands[j], scene, context, passState);
}
passState.framebuffer = opaqueClassificationFramebuffer;
// Fullscreen pass to copy classified fragments
scene._invertClassification.executeClassified(context, passState);
if (scene.frameState.invertClassificationColor.alpha === 1.0) {
// Fullscreen pass to copy unclassified fragments when alpha == 1.0
scene._invertClassification.executeUnclassified(context, passState);
}
// Clear stencil set by the classification for the next classification pass
if (length > 0 && context.stencilBuffer) {
clearClassificationStencil.execute(context, passState);
}
// Draw style over classification.
us.updatePass(Pass.CESIUM_3D_TILE_CLASSIFICATION);
commands = frustumCommands.commands[Pass.CESIUM_3D_TILE_CLASSIFICATION];
length = frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION];
for (j = 0; j < length; ++j) {
executeCommand(commands[j], scene, context, passState);
}
}
if (length > 0 && context.stencilBuffer) {
clearStencil.execute(context, passState);
}
us.updatePass(Pass.OPAQUE);
commands = frustumCommands.commands[Pass.OPAQUE];
length = frustumCommands.indices[Pass.OPAQUE];
for (j = 0; j < length; ++j) {
executeCommand(commands[j], scene, context, passState);
}
if (index !== 0 && scene.mode !== SceneMode.SCENE2D) {
// Do not overlap frustums in the translucent pass to avoid blending artifacts
frustum.near = frustumCommands.near;
us.updateFrustum(frustum);
}
var invertClassification;
if (!picking && environmentState.useInvertClassification && scene.frameState.invertClassificationColor.alpha < 1.0) {
// Fullscreen pass to copy unclassified fragments when alpha < 1.0.
// Not executed when undefined.
invertClassification = scene._invertClassification;
}
us.updatePass(Pass.TRANSLUCENT);
commands = frustumCommands.commands[Pass.TRANSLUCENT];
commands.length = frustumCommands.indices[Pass.TRANSLUCENT];
executeTranslucentCommands(scene, executeCommand, passState, commands, invertClassification);
if (context.depthTexture && scene.useDepthPicking && (environmentState.useGlobeDepthFramebuffer || renderTranslucentDepthForPick)) {
// PERFORMANCE_IDEA: Use MRT to avoid the extra copy.
var depthStencilTexture = renderTranslucentDepthForPick ? passState.framebuffer.depthStencilTexture : globeDepth.framebuffer.depthStencilTexture;
var pickDepth = scene._picking.getPickDepth(scene, index);
pickDepth.update(context, depthStencilTexture);
pickDepth.executeCopyDepth(context, passState);
}
if (separatePrimitiveFramebuffer) {
// Reset framebuffer
passState.framebuffer = globeDepth.framebuffer;
}
if (picking || !usePostProcessSelected) {
continue;
}
var originalFramebuffer = passState.framebuffer;
passState.framebuffer = view.sceneFramebuffer.getIdFramebuffer();
// reset frustum
frustum.near = index !== 0 ? frustumCommands.near * scene.opaqueFrustumNearOffset : frustumCommands.near;
frustum.far = frustumCommands.far;
us.updateFrustum(frustum);
us.updatePass(Pass.GLOBE);
commands = frustumCommands.commands[Pass.GLOBE];
length = frustumCommands.indices[Pass.GLOBE];
for (j = 0; j < length; ++j) {
executeIdCommand(commands[j], scene, context, passState);
}
if (clearGlobeDepth) {
clearDepth.framebuffer = passState.framebuffer;
clearDepth.execute(context, passState);
clearDepth.framebuffer = undefined;
}
if (clearGlobeDepth && useDepthPlane) {
depthPlane.execute(context, passState);
}
us.updatePass(Pass.CESIUM_3D_TILE);
commands = frustumCommands.commands[Pass.CESIUM_3D_TILE];
length = frustumCommands.indices[Pass.CESIUM_3D_TILE];
for (j = 0; j < length; ++j) {
executeIdCommand(commands[j], scene, context, passState);
}
us.updatePass(Pass.OPAQUE);
commands = frustumCommands.commands[Pass.OPAQUE];
length = frustumCommands.indices[Pass.OPAQUE];
for (j = 0; j < length; ++j) {
executeIdCommand(commands[j], scene, context, passState);
}
us.updatePass(Pass.TRANSLUCENT);
commands = frustumCommands.commands[Pass.TRANSLUCENT];
length = frustumCommands.indices[Pass.TRANSLUCENT];
for (j = 0; j < length; ++j) {
executeIdCommand(commands[j], scene, context, passState);
}
passState.framebuffer = originalFramebuffer;
}
}
function executeComputeCommands(scene) {
var us = scene.context.uniformState;
us.updatePass(Pass.COMPUTE);
var sunComputeCommand = scene._environmentState.sunComputeCommand;
if (defined(sunComputeCommand)) {
sunComputeCommand.execute(scene._computeEngine);
}
var commandList = scene._computeCommandList;
var length = commandList.length;
for (var i = 0; i < length; ++i) {
commandList[i].execute(scene._computeEngine);
}
}
function executeOverlayCommands(scene, passState) {
var us = scene.context.uniformState;
us.updatePass(Pass.OVERLAY);
var context = scene.context;
var commandList = scene._overlayCommandList;
var length = commandList.length;
for (var i = 0; i < length; ++i) {
commandList[i].execute(context, passState);
}
}
function insertShadowCastCommands(scene, commandList, shadowMap) {
var shadowVolume = shadowMap.shadowMapCullingVolume;
var isPointLight = shadowMap.isPointLight;
var passes = shadowMap.passes;
var numberOfPasses = passes.length;
var length = commandList.length;
for (var i = 0; i < length; ++i) {
var command = commandList[i];
scene.updateDerivedCommands(command);
if (command.castShadows && (command.pass === Pass.GLOBE || command.pass === Pass.CESIUM_3D_TILE || command.pass === Pass.OPAQUE || command.pass === Pass.TRANSLUCENT)) {
if (scene.isVisible(command, shadowVolume)) {
if (isPointLight) {
for (var k = 0; k < numberOfPasses; ++k) {
passes[k].commandList.push(command);
}
} else if (numberOfPasses === 1) {
passes[0].commandList.push(command);
} else {
var wasVisible = false;
// Loop over cascades from largest to smallest
for (var j = numberOfPasses - 1; j >= 0; --j) {
var cascadeVolume = passes[j].cullingVolume;
if (scene.isVisible(command, cascadeVolume)) {
passes[j].commandList.push(command);
wasVisible = true;
} else if (wasVisible) {
// If it was visible in the previous cascade but now isn't
// then there is no need to check any more cascades
break;
}
}
}
}
}
}
}
function executeShadowMapCastCommands(scene) {
var frameState = scene.frameState;
var shadowMaps = frameState.shadowState.shadowMaps;
var shadowMapLength = shadowMaps.length;
if (!frameState.shadowState.shadowsEnabled) {
return;
}
var context = scene.context;
var uniformState = context.uniformState;
for (var i = 0; i < shadowMapLength; ++i) {
var shadowMap = shadowMaps[i];
if (shadowMap.outOfView) {
continue;
}
// Reset the command lists
var j;
var passes = shadowMap.passes;
var numberOfPasses = passes.length;
for (j = 0; j < numberOfPasses; ++j) {
passes[j].commandList.length = 0;
}
// Insert the primitive/model commands into the command lists
var sceneCommands = scene.frameState.commandList;
insertShadowCastCommands(scene, sceneCommands, shadowMap);
for (j = 0; j < numberOfPasses; ++j) {
var pass = shadowMap.passes[j];
uniformState.updateCamera(pass.camera);
shadowMap.updatePass(context, j);
var numberOfCommands = pass.commandList.length;
for (var k = 0; k < numberOfCommands; ++k) {
var command = pass.commandList[k];
// Set the correct pass before rendering into the shadow map because some shaders
// conditionally render based on whether the pass is translucent or opaque.
uniformState.updatePass(command.pass);
executeCommand(command.derivedCommands.shadows.castCommands[i], scene, context, pass.passState);
}
}
}
}
var scratchEyeTranslation = new Cartesian3();
/**
* @private
*/
Scene.prototype.updateAndExecuteCommands = function(passState, backgroundColor) {
var frameState = this._frameState;
var mode = frameState.mode;
var useWebVR = this._environmentState.useWebVR;
if (useWebVR) {
executeWebVRCommands(this, passState, backgroundColor);
} else if (mode !== SceneMode.SCENE2D || this._mapMode2D === MapMode2D.ROTATE) {
executeCommandsInViewport(true, this, passState, backgroundColor);
} else {
updateAndClearFramebuffers(this, passState, backgroundColor);
execute2DViewportCommands(this, passState);
}
};
function executeWebVRCommands(scene, passState, backgroundColor) {
var view = scene._view;
var camera = view.camera;
var environmentState = scene._environmentState;
var renderTranslucentDepthForPick = environmentState.renderTranslucentDepthForPick;
updateAndClearFramebuffers(scene, passState, backgroundColor);
if (!renderTranslucentDepthForPick) {
updateAndRenderPrimitives(scene);
}
view.createPotentiallyVisibleSet(scene);
if (!renderTranslucentDepthForPick) {
executeComputeCommands(scene);
executeShadowMapCastCommands(scene);
}
// Based on Calculating Stereo pairs by Paul Bourke
// http://paulbourke.net/stereographics/stereorender/
var viewport = passState.viewport;
viewport.x = 0;
viewport.y = 0;
viewport.width = viewport.width * 0.5;
var savedCamera = Camera.clone(camera, scene._cameraVR);
savedCamera.frustum = camera.frustum;
var near = camera.frustum.near;
var fo = near * defaultValue(scene.focalLength, 5.0);
var eyeSeparation = defaultValue(scene.eyeSeparation, fo / 30.0);
var eyeTranslation = Cartesian3.multiplyByScalar(savedCamera.right, eyeSeparation * 0.5, scratchEyeTranslation);
camera.frustum.aspectRatio = viewport.width / viewport.height;
var offset = 0.5 * eyeSeparation * near / fo;
Cartesian3.add(savedCamera.position, eyeTranslation, camera.position);
camera.frustum.xOffset = offset;
executeCommands(scene, passState);
viewport.x = viewport.width;
Cartesian3.subtract(savedCamera.position, eyeTranslation, camera.position);
camera.frustum.xOffset = -offset;
executeCommands(scene, passState);
Camera.clone(savedCamera, camera);
}
var scratch2DViewportCartographic = new Cartographic(Math.PI, CesiumMath.PI_OVER_TWO);
var scratch2DViewportMaxCoord = new Cartesian3();
var scratch2DViewportSavedPosition = new Cartesian3();
var scratch2DViewportTransform = new Matrix4();
var scratch2DViewportCameraTransform = new Matrix4();
var scratch2DViewportEyePoint = new Cartesian3();
var scratch2DViewportWindowCoords = new Cartesian3();
var scratch2DViewport = new BoundingRectangle();
function execute2DViewportCommands(scene, passState) {
var context = scene.context;
var frameState = scene.frameState;
var camera = scene.camera;
var originalViewport = passState.viewport;
var viewport = BoundingRectangle.clone(originalViewport, scratch2DViewport);
passState.viewport = viewport;
var maxCartographic = scratch2DViewportCartographic;
var maxCoord = scratch2DViewportMaxCoord;
var projection = scene.mapProjection;
projection.project(maxCartographic, maxCoord);
var position = Cartesian3.clone(camera.position, scratch2DViewportSavedPosition);
var transform = Matrix4.clone(camera.transform, scratch2DViewportCameraTransform);
var frustum = camera.frustum.clone();
camera._setTransform(Matrix4.IDENTITY);
var viewportTransformation = Matrix4.computeViewportTransformation(viewport, 0.0, 1.0, scratch2DViewportTransform);
var projectionMatrix = camera.frustum.projectionMatrix;
var x = camera.positionWC.y;
var eyePoint = Cartesian3.fromElements(CesiumMath.sign(x) * maxCoord.x - x, 0.0, -camera.positionWC.x, scratch2DViewportEyePoint);
var windowCoordinates = Transforms.pointToGLWindowCoordinates(projectionMatrix, viewportTransformation, eyePoint, scratch2DViewportWindowCoords);
windowCoordinates.x = Math.floor(windowCoordinates.x);
var viewportX = viewport.x;
var viewportWidth = viewport.width;
if (x === 0.0 || windowCoordinates.x <= viewportX || windowCoordinates.x >= viewportX + viewportWidth) {
executeCommandsInViewport(true, scene, passState);
} else if (Math.abs(viewportX + viewportWidth * 0.5 - windowCoordinates.x) < 1.0) {
viewport.width = windowCoordinates.x - viewport.x;
camera.position.x *= CesiumMath.sign(camera.position.x);
camera.frustum.right = 0.0;
frameState.cullingVolume = camera.frustum.computeCullingVolume(camera.positionWC, camera.directionWC, camera.upWC);
context.uniformState.update(frameState);
executeCommandsInViewport(true, scene, passState);
viewport.x = windowCoordinates.x;
camera.position.x = -camera.position.x;
camera.frustum.right = -camera.frustum.left;
camera.frustum.left = 0.0;
frameState.cullingVolume = camera.frustum.computeCullingVolume(camera.positionWC, camera.directionWC, camera.upWC);
context.uniformState.update(frameState);
executeCommandsInViewport(false, scene, passState);
} else if (windowCoordinates.x > viewportX + viewportWidth * 0.5) {
viewport.width = windowCoordinates.x - viewportX;
var right = camera.frustum.right;
camera.frustum.right = maxCoord.x - x;
frameState.cullingVolume = camera.frustum.computeCullingVolume(camera.positionWC, camera.directionWC, camera.upWC);
context.uniformState.update(frameState);
executeCommandsInViewport(true, scene, passState);
viewport.x = windowCoordinates.x;
viewport.width = viewportX + viewportWidth - windowCoordinates.x;
camera.position.x = -camera.position.x;
camera.frustum.left = -camera.frustum.right;
camera.frustum.right = right - camera.frustum.right * 2.0;
frameState.cullingVolume = camera.frustum.computeCullingVolume(camera.positionWC, camera.directionWC, camera.upWC);
context.uniformState.update(frameState);
executeCommandsInViewport(false, scene, passState);
} else {
viewport.x = windowCoordinates.x;
viewport.width = viewportX + viewportWidth - windowCoordinates.x;
var left = camera.frustum.left;
camera.frustum.left = -maxCoord.x - x;
frameState.cullingVolume = camera.frustum.computeCullingVolume(camera.positionWC, camera.directionWC, camera.upWC);
context.uniformState.update(frameState);
executeCommandsInViewport(true, scene, passState);
viewport.x = viewportX;
viewport.width = windowCoordinates.x - viewportX;
camera.position.x = -camera.position.x;
camera.frustum.right = -camera.frustum.left;
camera.frustum.left = left - camera.frustum.left * 2.0;
frameState.cullingVolume = camera.frustum.computeCullingVolume(camera.positionWC, camera.directionWC, camera.upWC);
context.uniformState.update(frameState);
executeCommandsInViewport(false, scene, passState);
}
camera._setTransform(transform);
Cartesian3.clone(position, camera.position);
camera.frustum = frustum.clone();
passState.viewport = originalViewport;
}
function executeCommandsInViewport(firstViewport, scene, passState, backgroundColor) {
var environmentState = scene._environmentState;
var view = scene._view;
var renderTranslucentDepthForPick = environmentState.renderTranslucentDepthForPick;
if (!firstViewport && !renderTranslucentDepthForPick) {
scene.frameState.commandList.length = 0;
}
if (!renderTranslucentDepthForPick) {
updateAndRenderPrimitives(scene);
}
view.createPotentiallyVisibleSet(scene);
if (firstViewport) {
if (defined(backgroundColor)) {
updateAndClearFramebuffers(scene, passState, backgroundColor);
}
if (!renderTranslucentDepthForPick) {
executeComputeCommands(scene);
executeShadowMapCastCommands(scene);
}
}
executeCommands(scene, passState);
}
var scratchCullingVolume = new CullingVolume();
/**
* @private
*/
Scene.prototype.updateEnvironment = function() {
var frameState = this._frameState;
var view = this._view;
// Update celestial and terrestrial environment effects.
var environmentState = this._environmentState;
var renderPass = frameState.passes.render;
var offscreenPass = frameState.passes.offscreen;
var skyAtmosphere = this.skyAtmosphere;
var globe = this.globe;
if (!renderPass || (this._mode !== SceneMode.SCENE2D && view.camera.frustum instanceof OrthographicFrustum)) {
environmentState.skyAtmosphereCommand = undefined;
environmentState.skyBoxCommand = undefined;
environmentState.sunDrawCommand = undefined;
environmentState.sunComputeCommand = undefined;
environmentState.moonCommand = undefined;
} else {
if (defined(skyAtmosphere) && defined(globe)) {
skyAtmosphere.setDynamicAtmosphereColor(globe.enableLighting);
environmentState.isReadyForAtmosphere = environmentState.isReadyForAtmosphere || globe._surface._tilesToRender.length > 0;
}
environmentState.skyAtmosphereCommand = defined(skyAtmosphere) ? skyAtmosphere.update(frameState) : undefined;
environmentState.skyBoxCommand = defined(this.skyBox) ? this.skyBox.update(frameState, this._hdr) : undefined;
var sunCommands = defined(this.sun) ? this.sun.update(frameState, view.passState, this._hdr) : undefined;
environmentState.sunDrawCommand = defined(sunCommands) ? sunCommands.drawCommand : undefined;
environmentState.sunComputeCommand = defined(sunCommands) ? sunCommands.computeCommand : undefined;
environmentState.moonCommand = defined(this.moon) ? this.moon.update(frameState) : undefined;
}
var clearGlobeDepth = environmentState.clearGlobeDepth = defined(globe) && (!globe.depthTestAgainstTerrain || this.mode === SceneMode.SCENE2D);
var useDepthPlane = environmentState.useDepthPlane = clearGlobeDepth && this.mode === SceneMode.SCENE3D;
if (useDepthPlane) {
// Update the depth plane that is rendered in 3D when the primitives are
// not depth tested against terrain so primitives on the backface
// of the globe are not picked.
this._depthPlane.update(frameState);
}
environmentState.renderTranslucentDepthForPick = false;
environmentState.useWebVR = this._useWebVR && this.mode !== SceneMode.SCENE2D && !offscreenPass;
var occluder = (frameState.mode === SceneMode.SCENE3D) ? frameState.occluder: undefined;
var cullingVolume = frameState.cullingVolume;
// get user culling volume minus the far plane.
var planes = scratchCullingVolume.planes;
for (var k = 0; k < 5; ++k) {
planes[k] = cullingVolume.planes[k];
}
cullingVolume = scratchCullingVolume;
// Determine visibility of celestial and terrestrial environment effects.
environmentState.isSkyAtmosphereVisible = defined(environmentState.skyAtmosphereCommand) && environmentState.isReadyForAtmosphere;
environmentState.isSunVisible = this.isVisible(environmentState.sunDrawCommand, cullingVolume, occluder);
environmentState.isMoonVisible = this.isVisible(environmentState.moonCommand, cullingVolume, occluder);
var envMaps = this.specularEnvironmentMaps;
var envMapAtlas = this._specularEnvironmentMapAtlas;
if (defined(envMaps) && (!defined(envMapAtlas) || envMapAtlas.url !== envMaps)) {
envMapAtlas = envMapAtlas && envMapAtlas.destroy();
this._specularEnvironmentMapAtlas = new OctahedralProjectedCubeMap(envMaps);
} else if (!defined(envMaps) && defined(envMapAtlas)) {
envMapAtlas.destroy();
this._specularEnvironmentMapAtlas = undefined;
}
if (defined(this._specularEnvironmentMapAtlas)) {
this._specularEnvironmentMapAtlas.update(frameState);
}
};
function updateDebugFrustumPlanes(scene) {
var frameState = scene._frameState;
if (scene.debugShowFrustumPlanes !== scene._debugShowFrustumPlanes) {
if (scene.debugShowFrustumPlanes) {
scene._debugFrustumPlanes = new DebugCameraPrimitive({
camera: scene.camera,
updateOnChange: false
});
} else {
scene._debugFrustumPlanes = scene._debugFrustumPlanes && scene._debugFrustumPlanes.destroy();
}
scene._debugShowFrustumPlanes = scene.debugShowFrustumPlanes;
}
if (defined(scene._debugFrustumPlanes)) {
scene._debugFrustumPlanes.update(frameState);
}
}
function updateShadowMaps(scene) {
var frameState = scene._frameState;
var shadowMaps = frameState.shadowMaps;
var length = shadowMaps.length;
var shadowsEnabled = (length > 0) && !frameState.passes.pick && (scene.mode === SceneMode.SCENE3D);
if (shadowsEnabled !== frameState.shadowState.shadowsEnabled) {
// Update derived commands when shadowsEnabled changes
++frameState.shadowState.lastDirtyTime;
frameState.shadowState.shadowsEnabled = shadowsEnabled;
}
frameState.shadowState.lightShadowsEnabled = false;
if (!shadowsEnabled) {
return;
}
// Check if the shadow maps are different than the shadow maps last frame.
// If so, the derived commands need to be updated.
for (var j = 0; j < length; ++j) {
if (shadowMaps[j] !== frameState.shadowState.shadowMaps[j]) {
++frameState.shadowState.lastDirtyTime;
break;
}
}
frameState.shadowState.shadowMaps.length = 0;
frameState.shadowState.lightShadowMaps.length = 0;
for (var i = 0; i < length; ++i) {
var shadowMap = shadowMaps[i];
shadowMap.update(frameState);
frameState.shadowState.shadowMaps.push(shadowMap);
if (shadowMap.fromLightSource) {
frameState.shadowState.lightShadowMaps.push(shadowMap);
frameState.shadowState.lightShadowsEnabled = true;
}
if (shadowMap.dirty) {
++frameState.shadowState.lastDirtyTime;
shadowMap.dirty = false;
}
}
}
function updateAndRenderPrimitives(scene) {
var frameState = scene._frameState;
scene._groundPrimitives.update(frameState);
scene._primitives.update(frameState);
updateDebugFrustumPlanes(scene);
updateShadowMaps(scene);
if (scene._globe) {
scene._globe.render(frameState);
}
}
function updateAndClearFramebuffers(scene, passState, clearColor) {
var context = scene._context;
var frameState = scene._frameState;
var environmentState = scene._environmentState;
var view = scene._view;
var passes = scene._frameState.passes;
var picking = passes.pick;
var useWebVR = environmentState.useWebVR;
// Preserve the reference to the original framebuffer.
environmentState.originalFramebuffer = passState.framebuffer;
// Manage sun bloom post-processing effect.
if (defined(scene.sun) && scene.sunBloom !== scene._sunBloom) {
if (scene.sunBloom && !useWebVR) {
scene._sunPostProcess = new SunPostProcess();
} else if(defined(scene._sunPostProcess)){
scene._sunPostProcess = scene._sunPostProcess.destroy();
}
scene._sunBloom = scene.sunBloom;
} else if (!defined(scene.sun) && defined(scene._sunPostProcess)) {
scene._sunPostProcess = scene._sunPostProcess.destroy();
scene._sunBloom = false;
}
// Clear the pass state framebuffer.
var clear = scene._clearColorCommand;
Color.clone(clearColor, clear.color);
clear.execute(context, passState);
// Update globe depth rendering based on the current context and clear the globe depth framebuffer.
// Globe depth is copied for the pick pass to support picking batched geometries in GroundPrimitives.
var useGlobeDepthFramebuffer = environmentState.useGlobeDepthFramebuffer = defined(view.globeDepth);
if (useGlobeDepthFramebuffer) {
view.globeDepth.update(context, passState, view.viewport, scene._hdr, environmentState.clearGlobeDepth);
view.globeDepth.clear(context, passState, clearColor);
}
// If supported, configure OIT to use the globe depth framebuffer and clear the OIT framebuffer.
var oit = view.oit;
var useOIT = environmentState.useOIT = !picking && defined(oit) && oit.isSupported();
if (useOIT) {
oit.update(context, passState, view.globeDepth.framebuffer, scene._hdr);
oit.clear(context, passState, clearColor);
environmentState.useOIT = oit.isSupported();
}
var postProcess = scene.postProcessStages;
var usePostProcess = environmentState.usePostProcess = !picking && (scene._hdr || postProcess.length > 0 || postProcess.ambientOcclusion.enabled || postProcess.fxaa.enabled || postProcess.bloom.enabled);
environmentState.usePostProcessSelected = false;
if (usePostProcess) {
view.sceneFramebuffer.update(context, view.viewport, scene._hdr);
view.sceneFramebuffer.clear(context, passState, clearColor);
postProcess.update(context, frameState.useLogDepth, scene._hdr);
postProcess.clear(context);
usePostProcess = environmentState.usePostProcess = postProcess.ready;
environmentState.usePostProcessSelected = usePostProcess && postProcess.hasSelected;
}
if (environmentState.isSunVisible && scene.sunBloom && !useWebVR) {
passState.framebuffer = scene._sunPostProcess.update(passState);
scene._sunPostProcess.clear(context, passState, clearColor);
} else if (useGlobeDepthFramebuffer) {
passState.framebuffer = view.globeDepth.framebuffer;
} else if (usePostProcess) {
passState.framebuffer = view.sceneFramebuffer.getFramebuffer();
}
if (defined(passState.framebuffer)) {
clear.execute(context, passState);
}
var useInvertClassification = environmentState.useInvertClassification = !picking && defined(passState.framebuffer) && scene.invertClassification;
if (useInvertClassification) {
var depthFramebuffer;
if (scene.frameState.invertClassificationColor.alpha === 1.0) {
if (environmentState.useGlobeDepthFramebuffer) {
depthFramebuffer = view.globeDepth.framebuffer;
}
}
if (defined(depthFramebuffer) || context.depthTexture) {
scene._invertClassification.previousFramebuffer = depthFramebuffer;
scene._invertClassification.update(context);
scene._invertClassification.clear(context, passState);
if (scene.frameState.invertClassificationColor.alpha < 1.0 && useOIT) {
var command = scene._invertClassification.unclassifiedCommand;
var derivedCommands = command.derivedCommands;
derivedCommands.oit = oit.createDerivedCommands(command, context, derivedCommands.oit);
}
} else {
environmentState.useInvertClassification = false;
}
}
}
/**
* @private
*/
Scene.prototype.resolveFramebuffers = function(passState) {
var context = this._context;
var frameState = this._frameState;
var environmentState = this._environmentState;
var view = this._view;
var globeDepth = view.globeDepth;
var useOIT = environmentState.useOIT;
var useGlobeDepthFramebuffer = environmentState.useGlobeDepthFramebuffer;
var usePostProcess = environmentState.usePostProcess;
var defaultFramebuffer = environmentState.originalFramebuffer;
var globeFramebuffer = useGlobeDepthFramebuffer ? globeDepth.framebuffer : undefined;
var sceneFramebuffer = view.sceneFramebuffer.getFramebuffer();
var idFramebuffer = view.sceneFramebuffer.getIdFramebuffer();
if (environmentState.separatePrimitiveFramebuffer) {
// Merge primitive framebuffer into globe framebuffer
globeDepth.executeMergeColor(context, passState);
}
if (useOIT) {
passState.framebuffer = usePostProcess ? sceneFramebuffer : defaultFramebuffer;
view.oit.execute(context, passState);
}
if (usePostProcess) {
var inputFramebuffer = sceneFramebuffer;
if (useGlobeDepthFramebuffer && !useOIT) {
inputFramebuffer = globeFramebuffer;
}
var postProcess = this.postProcessStages;
var colorTexture = inputFramebuffer.getColorTexture(0);
var idTexture = idFramebuffer.getColorTexture(0);
var depthTexture = defaultValue(globeFramebuffer, sceneFramebuffer).depthStencilTexture;
postProcess.execute(context, colorTexture, depthTexture, idTexture);
postProcess.copy(context, defaultFramebuffer);
}
if (!useOIT && !usePostProcess && useGlobeDepthFramebuffer) {
passState.framebuffer = defaultFramebuffer;
globeDepth.executeCopyColor(context, passState);
}
var useLogDepth = frameState.useLogDepth;
if (this.debugShowGlobeDepth && useGlobeDepthFramebuffer) {
var gd = getDebugGlobeDepth(this, this.debugShowDepthFrustum - 1);
gd.executeDebugGlobeDepth(context, passState, useLogDepth);
}
if (this.debugShowPickDepth && useGlobeDepthFramebuffer) {
var pd = this._picking.getPickDepth(this, this.debugShowDepthFrustum - 1);
pd.executeDebugPickDepth(context, passState, useLogDepth);
}
};
function callAfterRenderFunctions(scene) {
// Functions are queued up during primitive update and executed here in case
// the function modifies scene state that should remain constant over the frame.
var functions = scene._frameState.afterRender;
for (var i = 0, length = functions.length; i < length; ++i) {
functions[i]();
scene.requestRender();
}
functions.length = 0;
}
/**
* @private
*/
Scene.prototype.initializeFrame = function() {
// Destroy released shaders and textures once every 120 frames to avoid thrashing the cache
if (this._shaderFrameCount++ === 120) {
this._shaderFrameCount = 0;
this._context.shaderCache.destroyReleasedShaderPrograms();
this._context.textureCache.destroyReleasedTextures();
}
this._tweens.update();
this._screenSpaceCameraController.update();
if (defined(this._deviceOrientationCameraController)) {
this._deviceOrientationCameraController.update();
}
this.camera.update(this._mode);
this.camera._updateCameraChanged();
};
function updateDebugShowFramesPerSecond(scene, renderedThisFrame) {
if (scene.debugShowFramesPerSecond) {
if (!defined(scene._performanceDisplay)) {
var performanceContainer = document.createElement('div');
performanceContainer.className = 'cesium-performanceDisplay-defaultContainer';
var container = scene._canvas.parentNode;
container.appendChild(performanceContainer);
var performanceDisplay = new PerformanceDisplay({container: performanceContainer});
scene._performanceDisplay = performanceDisplay;
scene._performanceContainer = performanceContainer;
}
scene._performanceDisplay.throttled = scene.requestRenderMode;
scene._performanceDisplay.update(renderedThisFrame);
} else if (defined(scene._performanceDisplay)) {
scene._performanceDisplay = scene._performanceDisplay && scene._performanceDisplay.destroy();
scene._performanceContainer.parentNode.removeChild(scene._performanceContainer);
}
}
function prePassesUpdate(scene) {
scene._jobScheduler.resetBudgets();
var frameState = scene._frameState;
var primitives = scene.primitives;
primitives.prePassesUpdate(frameState);
if (defined(scene.globe)) {
scene.globe.update(frameState);
}
scene._picking.update();
frameState.creditDisplay.update();
}
function postPassesUpdate(scene) {
var frameState = scene._frameState;
var primitives = scene.primitives;
primitives.postPassesUpdate(frameState);
RequestScheduler.update();
}
var scratchBackgroundColor = new Color();
function render(scene) {
var frameState = scene._frameState;
var context = scene.context;
var us = context.uniformState;
var view = scene._defaultView;
scene._view = view;
scene.updateFrameState();
frameState.passes.render = true;
frameState.passes.postProcess = scene.postProcessStages.hasSelected;
frameState.tilesetPassState = renderTilesetPassState;
var backgroundColor = defaultValue(scene.backgroundColor, Color.BLACK);
if (scene._hdr) {
backgroundColor = Color.clone(backgroundColor, scratchBackgroundColor);
backgroundColor.red = Math.pow(backgroundColor.red, scene.gamma);
backgroundColor.green = Math.pow(backgroundColor.green, scene.gamma);
backgroundColor.blue = Math.pow(backgroundColor.blue, scene.gamma);
}
frameState.backgroundColor = backgroundColor;
scene.fog.update(frameState);
us.update(frameState);
var shadowMap = scene.shadowMap;
if (defined(shadowMap) && shadowMap.enabled) {
// Update the sun's direction
Cartesian3.negate(us.sunDirectionWC, scene._sunCamera.direction);
frameState.shadowMaps.push(shadowMap);
}
scene._computeCommandList.length = 0;
scene._overlayCommandList.length = 0;
var viewport = view.viewport;
viewport.x = 0;
viewport.y = 0;
viewport.width = context.drawingBufferWidth;
viewport.height = context.drawingBufferHeight;
var passState = view.passState;
passState.framebuffer = undefined;
passState.blendingEnabled = undefined;
passState.scissorTest = undefined;
passState.viewport = BoundingRectangle.clone(viewport, passState.viewport);
if (defined(scene.globe)) {
scene.globe.beginFrame(frameState);
}
scene.updateEnvironment();
scene.updateAndExecuteCommands(passState, backgroundColor);
scene.resolveFramebuffers(passState);
passState.framebuffer = undefined;
executeOverlayCommands(scene, passState);
if (defined(scene.globe)) {
scene.globe.endFrame(frameState);
if (!scene.globe.tilesLoaded) {
scene._renderRequested = true;
}
}
context.endFrame();
}
function tryAndCatchError(scene, functionToExecute) {
try {
functionToExecute(scene);
} catch (error) {
scene._renderError.raiseEvent(scene, error);
if (scene.rethrowRenderErrors) {
throw error;
}
}
}
function updateMostDetailedRayPicks(scene) {
return scene._picking.updateMostDetailedRayPicks(scene);
}
/**
* Update and render the scene.
* @param {JulianDate} [time] The simulation time at which to render.
*
* @private
*/
Scene.prototype.render = function(time) {
/**
*
* Pre passes update. Execute any pass invariant code that should run before the passes here.
*
*/
this._preUpdate.raiseEvent(this, time);
var frameState = this._frameState;
frameState.newFrame = false;
if (!defined(time)) {
time = JulianDate.now();
}
// Determine if shouldRender
var cameraChanged = this._view.checkForCameraUpdates(this);
var shouldRender = !this.requestRenderMode || this._renderRequested || cameraChanged || this._logDepthBufferDirty || this._hdrDirty || (this.mode === SceneMode.MORPHING);
if (!shouldRender && defined(this.maximumRenderTimeChange) && defined(this._lastRenderTime)) {
var difference = Math.abs(JulianDate.secondsDifference(this._lastRenderTime, time));
shouldRender = shouldRender || difference > this.maximumRenderTimeChange;
}
if (shouldRender) {
this._lastRenderTime = JulianDate.clone(time, this._lastRenderTime);
this._renderRequested = false;
this._logDepthBufferDirty = false;
this._hdrDirty = false;
var frameNumber = CesiumMath.incrementWrap(frameState.frameNumber, 15000000.0, 1.0);
updateFrameNumber(this, frameNumber, time);
frameState.newFrame = true;
}
tryAndCatchError(this, prePassesUpdate);
/**
*
* Passes update. Add any passes here
*
*/
if (this.primitives.show) {
tryAndCatchError(this, updateMostDetailedRayPicks);
tryAndCatchError(this, updatePreloadPass);
tryAndCatchError(this, updatePreloadFlightPass);
if (!shouldRender) {
tryAndCatchError(this, updateRequestRenderModeDeferCheckPass);
}
}
this._postUpdate.raiseEvent(this, time);
if (shouldRender) {
this._preRender.raiseEvent(this, time);
frameState.creditDisplay.beginFrame();
tryAndCatchError(this, render);
}
/**
*
* Post passes update. Execute any pass invariant code that should run after the passes here.
*
*/
updateDebugShowFramesPerSecond(this, shouldRender);
tryAndCatchError(this, postPassesUpdate);
// Often used to trigger events (so don't want in trycatch) that the user might be subscribed to. Things like the tile load events, ready promises, etc.
// We don't want those events to resolve during the render loop because the events might add new primitives
callAfterRenderFunctions(this);
if (shouldRender) {
this._postRender.raiseEvent(this, time);
frameState.creditDisplay.endFrame();
}
};
/**
* Update and render the scene. Always forces a new render frame regardless of whether a render was
* previously requested.
* @param {JulianDate} [time] The simulation time at which to render.
*
* @private
*/
Scene.prototype.forceRender = function(time) {
this._renderRequested = true;
this.render(time);
};
/**
* Requests a new rendered frame when {@link Scene#requestRenderMode} is set to true
.
* The render rate will not exceed the {@link CesiumWidget#targetFrameRate}.
*
* @see Scene#requestRenderMode
*/
Scene.prototype.requestRender = function() {
this._renderRequested = true;
};
/**
* @private
*/
Scene.prototype.clampLineWidth = function(width) {
return Math.max(ContextLimits.minimumAliasedLineWidth, Math.min(width, ContextLimits.maximumAliasedLineWidth));
};
/**
* Returns an object with a `primitive` property that contains the first (top) primitive in the scene
* at a particular window coordinate or undefined if nothing is at the location. Other properties may
* potentially be set depending on the type of primitive and may be used to further identify the picked object.
*
* When a feature of a 3D Tiles tileset is picked, pick
returns a {@link Cesium3DTileFeature} object.
*
* Set {@link Scene#pickTranslucentDepth} to true
to include the depth of
* translucent primitives; otherwise, this essentially picks through translucent primitives.
*
* The position reconstructed from the depth buffer in 2D may be slightly different from those * reconstructed in 3D and Columbus view. This is caused by the difference in the distribution * of depth values of perspective and orthographic projection. *
*
* Set {@link Scene#pickTranslucentDepth} to true
to include the depth of
* translucent primitives; otherwise, this essentially picks through translucent primitives.
*
undefined
if there were no intersections. The intersected object has a primitive
* property that contains the intersected primitive. Other properties may be set depending on the type of primitive
* and may be used to further identify the picked object. The ray must be given in world coordinates.
* * This function only picks globe tiles and 3D Tiles that are rendered in the current view. Picks all other * primitives regardless of their visibility. *
* * @private * * @param {Ray} ray The ray. * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection. * @param {Number} [width=0.1] Width of the intersection volume in meters. * @returns {Object} An object containing the object and position of the first intersection. * * @exception {DeveloperError} Ray intersections are only supported in 3D mode. */ Scene.prototype.pickFromRay = function(ray, objectsToExclude, width) { return this._picking.pickFromRay(this, ray, objectsToExclude, width); }; /** * Returns a list of objects, each containing the object intersected by the ray and the position of intersection. * The intersected object has aprimitive
property that contains the intersected primitive. Other
* properties may also be set depending on the type of primitive and may be used to further identify the picked object.
* The primitives in the list are ordered by first intersection to last intersection. The ray must be given in
* world coordinates.
* * This function only picks globe tiles and 3D Tiles that are rendered in the current view. Picks all other * primitives regardless of their visibility. *
* * @private * * @param {Ray} ray The ray. * @param {Number} [limit=Number.MAX_VALUE] If supplied, stop finding intersections after this many intersections. * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection. * @param {Number} [width=0.1] Width of the intersection volume in meters. * @returns {Object[]} List of objects containing the object and position of each intersection. * * @exception {DeveloperError} Ray intersections are only supported in 3D mode. */ Scene.prototype.drillPickFromRay = function(ray, limit, objectsToExclude, width) { return this._picking.drillPickFromRay(this, ray, limit, objectsToExclude, width); }; /** * Initiates an asynchronous {@link Scene#pickFromRay} request using the maximum level of detail for 3D Tilesets * regardless of visibility. * * @private * * @param {Ray} ray The ray. * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection. * @param {Number} [width=0.1] Width of the intersection volume in meters. * @returns {Promise.