import BoundingSphere from '../Core/BoundingSphere.js'; import Cartesian2 from '../Core/Cartesian2.js'; import Cartesian3 from '../Core/Cartesian3.js'; import Cartesian4 from '../Core/Cartesian4.js'; import ComponentDatatype from '../Core/ComponentDatatype.js'; import defined from '../Core/defined.js'; import defineProperties from '../Core/defineProperties.js'; import destroyObject from '../Core/destroyObject.js'; import IndexDatatype from '../Core/IndexDatatype.js'; import CesiumMath from '../Core/Math.js'; import Matrix4 from '../Core/Matrix4.js'; import PixelFormat from '../Core/PixelFormat.js'; import PrimitiveType from '../Core/PrimitiveType.js'; import Buffer from '../Renderer/Buffer.js'; import BufferUsage from '../Renderer/BufferUsage.js'; import ComputeCommand from '../Renderer/ComputeCommand.js'; import DrawCommand from '../Renderer/DrawCommand.js'; import PixelDatatype from '../Renderer/PixelDatatype.js'; import RenderState from '../Renderer/RenderState.js'; import ShaderProgram from '../Renderer/ShaderProgram.js'; import Texture from '../Renderer/Texture.js'; import VertexArray from '../Renderer/VertexArray.js'; import SunFS from '../Shaders/SunFS.js'; import SunTextureFS from '../Shaders/SunTextureFS.js'; import SunVS from '../Shaders/SunVS.js'; import BlendingState from './BlendingState.js'; import SceneMode from './SceneMode.js'; import SceneTransforms from './SceneTransforms.js'; /** * Draws a sun billboard. *
This is only supported in 3D and Columbus view.
* * @alias Sun * @constructor * * * @example * scene.sun = new Cesium.Sun(); * * @see Scene#sun */ function Sun() { /** * Determines if the sun will be shown. * * @type {Boolean} * @default true */ this.show = true; this._drawCommand = new DrawCommand({ primitiveType : PrimitiveType.TRIANGLES, boundingVolume : new BoundingSphere(), owner : this }); this._commands = { drawCommand : this._drawCommand, computeCommand : undefined }; this._boundingVolume = new BoundingSphere(); this._boundingVolume2D = new BoundingSphere(); this._texture = undefined; this._drawingBufferWidth = undefined; this._drawingBufferHeight = undefined; this._radiusTS = undefined; this._size = undefined; this.glowFactor = 1.0; this._glowFactorDirty = false; this._useHdr = undefined; var that = this; this._uniformMap = { u_texture : function() { return that._texture; }, u_size : function() { return that._size; } }; } defineProperties(Sun.prototype, { /** * Gets or sets a number that controls how "bright" the Sun's lens flare appears * to be. Zero shows just the Sun's disc without any flare. * Use larger values for a more pronounced flare around the Sun. * * @memberof Sun.prototype * @type {Number} * @default 1.0 */ glowFactor : { get : function () { return this._glowFactor; }, set : function (glowFactor) { glowFactor = Math.max(glowFactor, 0.0); this._glowFactor = glowFactor; this._glowFactorDirty = true; } } }); var scratchPositionWC = new Cartesian2(); var scratchLimbWC = new Cartesian2(); var scratchPositionEC = new Cartesian4(); var scratchCartesian4 = new Cartesian4(); /** * @private */ Sun.prototype.update = function(frameState, passState, useHdr) { if (!this.show) { return undefined; } var mode = frameState.mode; if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) { return undefined; } if (!frameState.passes.render) { return undefined; } var context = frameState.context; var drawingBufferWidth = passState.viewport.width; var drawingBufferHeight = passState.viewport.height; if (!defined(this._texture) || drawingBufferWidth !== this._drawingBufferWidth || drawingBufferHeight !== this._drawingBufferHeight || this._glowFactorDirty || useHdr !== this._useHdr) { this._texture = this._texture && this._texture.destroy(); this._drawingBufferWidth = drawingBufferWidth; this._drawingBufferHeight = drawingBufferHeight; this._glowFactorDirty = false; this._useHdr = useHdr; var size = Math.max(drawingBufferWidth, drawingBufferHeight); size = Math.pow(2.0, Math.ceil(Math.log(size) / Math.log(2.0)) - 2.0); // The size computed above can be less than 1.0 if size < 4.0. This will probably // never happen in practice, but does in the tests. Clamp to 1.0 to prevent WebGL // errors in the tests. size = Math.max(1.0, size); var pixelDatatype = useHdr ? (context.halfFloatingPointTexture ? PixelDatatype.HALF_FLOAT : PixelDatatype.FLOAT) : PixelDatatype.UNSIGNED_BYTE; this._texture = new Texture({ context : context, width : size, height : size, pixelFormat : PixelFormat.RGBA, pixelDatatype : pixelDatatype }); this._glowLengthTS = this._glowFactor * 5.0; this._radiusTS = (1.0 / (1.0 + 2.0 * this._glowLengthTS)) * 0.5; var that = this; var uniformMap = { u_radiusTS : function() { return that._radiusTS; } }; this._commands.computeCommand = new ComputeCommand({ fragmentShaderSource : SunTextureFS, outputTexture : this._texture, uniformMap : uniformMap, persists : false, owner : this, postExecute : function() { that._commands.computeCommand = undefined; } }); } var drawCommand = this._drawCommand; if (!defined(drawCommand.vertexArray)) { var attributeLocations = { direction : 0 }; var directions = new Uint8Array(4 * 2); directions[0] = 0; directions[1] = 0; directions[2] = 255; directions[3] = 0.0; directions[4] = 255; directions[5] = 255; directions[6] = 0.0; directions[7] = 255; var vertexBuffer = Buffer.createVertexBuffer({ context : context, typedArray : directions, usage : BufferUsage.STATIC_DRAW }); var attributes = [{ index : attributeLocations.direction, vertexBuffer : vertexBuffer, componentsPerAttribute : 2, normalize : true, componentDatatype : ComponentDatatype.UNSIGNED_BYTE }]; // Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN var indexBuffer = Buffer.createIndexBuffer({ context : context, typedArray : new Uint16Array([0, 1, 2, 0, 2, 3]), usage : BufferUsage.STATIC_DRAW, indexDatatype : IndexDatatype.UNSIGNED_SHORT }); drawCommand.vertexArray = new VertexArray({ context : context, attributes : attributes, indexBuffer : indexBuffer }); drawCommand.shaderProgram = ShaderProgram.fromCache({ context : context, vertexShaderSource : SunVS, fragmentShaderSource : SunFS, attributeLocations : attributeLocations }); drawCommand.renderState = RenderState.fromCache({ blending : BlendingState.ALPHA_BLEND }); drawCommand.uniformMap = this._uniformMap; } var sunPosition = context.uniformState.sunPositionWC; var sunPositionCV = context.uniformState.sunPositionColumbusView; var boundingVolume = this._boundingVolume; var boundingVolume2D = this._boundingVolume2D; Cartesian3.clone(sunPosition, boundingVolume.center); boundingVolume2D.center.x = sunPositionCV.z; boundingVolume2D.center.y = sunPositionCV.x; boundingVolume2D.center.z = sunPositionCV.y; boundingVolume.radius = CesiumMath.SOLAR_RADIUS + CesiumMath.SOLAR_RADIUS * this._glowLengthTS; boundingVolume2D.radius = boundingVolume.radius; if (mode === SceneMode.SCENE3D) { BoundingSphere.clone(boundingVolume, drawCommand.boundingVolume); } else if (mode === SceneMode.COLUMBUS_VIEW) { BoundingSphere.clone(boundingVolume2D, drawCommand.boundingVolume); } var position = SceneTransforms.computeActualWgs84Position(frameState, sunPosition, scratchCartesian4); var dist = Cartesian3.magnitude(Cartesian3.subtract(position, frameState.camera.position, scratchCartesian4)); var projMatrix = context.uniformState.projection; var positionEC = scratchPositionEC; positionEC.x = 0; positionEC.y = 0; positionEC.z = -dist; positionEC.w = 1; var positionCC = Matrix4.multiplyByVector(projMatrix, positionEC, scratchCartesian4); var positionWC = SceneTransforms.clipToGLWindowCoordinates(passState.viewport, positionCC, scratchPositionWC); positionEC.x = CesiumMath.SOLAR_RADIUS; var limbCC = Matrix4.multiplyByVector(projMatrix, positionEC, scratchCartesian4); var limbWC = SceneTransforms.clipToGLWindowCoordinates(passState.viewport, limbCC, scratchLimbWC); this._size = Cartesian2.magnitude(Cartesian2.subtract(limbWC, positionWC, scratchCartesian4)); this._size = 2.0 * this._size * (1.0 + 2.0 * this._glowLengthTS); this._size = Math.ceil(this._size); return this._commands; }; /** * Returns true if this object was destroyed; otherwise, false. *isDestroyed
will result in a {@link DeveloperError} exception.
*
* @returns {Boolean} true
if this object was destroyed; otherwise, false
.
*
* @see Sun#destroy
*/
Sun.prototype.isDestroyed = function() {
return false;
};
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
* isDestroyed
will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (undefined
) to the object as done in the example.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* sun = sun && sun.destroy();
*
* @see Sun#isDestroyed
*/
Sun.prototype.destroy = function() {
var command = this._drawCommand;
command.vertexArray = command.vertexArray && command.vertexArray.destroy();
command.shaderProgram = command.shaderProgram && command.shaderProgram.destroy();
this._texture = this._texture && this._texture.destroy();
return destroyObject(this);
};
export default Sun;