DerivedCommand.js 13 KB

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  1. import defined from '../Core/defined.js';
  2. import DrawCommand from '../Renderer/DrawCommand.js';
  3. import RenderState from '../Renderer/RenderState.js';
  4. import ShaderSource from '../Renderer/ShaderSource.js';
  5. /**
  6. * @private
  7. */
  8. function DerivedCommand() {}
  9. var fragDepthRegex = /\bgl_FragDepthEXT\b/;
  10. var discardRegex = /\bdiscard\b/;
  11. function getDepthOnlyShaderProgram(context, shaderProgram) {
  12. var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'depthOnly');
  13. if (!defined(shader)) {
  14. var attributeLocations = shaderProgram._attributeLocations;
  15. var fs = shaderProgram.fragmentShaderSource;
  16. var i;
  17. var writesDepthOrDiscards = false;
  18. var sources = fs.sources;
  19. var length = sources.length;
  20. for (i = 0; i < length; ++i) {
  21. if (fragDepthRegex.test(sources[i]) || discardRegex.test(sources[i])) {
  22. writesDepthOrDiscards = true;
  23. break;
  24. }
  25. }
  26. var usesLogDepth = false;
  27. var defines = fs.defines;
  28. length = defines.length;
  29. for (i = 0; i < length; ++i) {
  30. if (defines[i] === 'LOG_DEPTH') {
  31. usesLogDepth = true;
  32. break;
  33. }
  34. }
  35. var source;
  36. if (!writesDepthOrDiscards && !usesLogDepth) {
  37. source =
  38. 'void main() \n' +
  39. '{ \n' +
  40. ' gl_FragColor = vec4(1.0); \n' +
  41. '} \n';
  42. fs = new ShaderSource({
  43. sources : [source]
  44. });
  45. } else if (!writesDepthOrDiscards && usesLogDepth) {
  46. source =
  47. '#ifdef GL_EXT_frag_depth \n' +
  48. '#extension GL_EXT_frag_depth : enable \n' +
  49. '#endif \n\n' +
  50. 'void main() \n' +
  51. '{ \n' +
  52. ' gl_FragColor = vec4(1.0); \n' +
  53. ' czm_writeLogDepth(); \n' +
  54. '} \n';
  55. fs = new ShaderSource({
  56. defines : ['LOG_DEPTH'],
  57. sources : [source]
  58. });
  59. }
  60. shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'depthOnly', {
  61. vertexShaderSource : shaderProgram.vertexShaderSource,
  62. fragmentShaderSource : fs,
  63. attributeLocations : attributeLocations
  64. });
  65. }
  66. return shader;
  67. }
  68. function getDepthOnlyRenderState(scene, renderState) {
  69. var cache = scene._depthOnlyRenderStateCache;
  70. var depthOnlyState = cache[renderState.id];
  71. if (!defined(depthOnlyState)) {
  72. var rs = RenderState.getState(renderState);
  73. rs.depthMask = true;
  74. rs.colorMask = {
  75. red : false,
  76. green : false,
  77. blue : false,
  78. alpha : false
  79. };
  80. depthOnlyState = RenderState.fromCache(rs);
  81. cache[renderState.id] = depthOnlyState;
  82. }
  83. return depthOnlyState;
  84. }
  85. DerivedCommand.createDepthOnlyDerivedCommand = function(scene, command, context, result) {
  86. // For a depth only pass, we bind a framebuffer with only a depth attachment (no color attachments),
  87. // do not write color, and write depth. If the fragment shader doesn't modify the fragment depth
  88. // or discard, the driver can replace the fragment shader with a pass-through shader. We're unsure if this
  89. // actually happens so we modify the shader to use a pass-through fragment shader.
  90. if (!defined(result)) {
  91. result = {};
  92. }
  93. var shader;
  94. var renderState;
  95. if (defined(result.depthOnlyCommand)) {
  96. shader = result.depthOnlyCommand.shaderProgram;
  97. renderState = result.depthOnlyCommand.renderState;
  98. }
  99. result.depthOnlyCommand = DrawCommand.shallowClone(command, result.depthOnlyCommand);
  100. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  101. result.depthOnlyCommand.shaderProgram = getDepthOnlyShaderProgram(context, command.shaderProgram);
  102. result.depthOnlyCommand.renderState = getDepthOnlyRenderState(scene, command.renderState);
  103. result.shaderProgramId = command.shaderProgram.id;
  104. } else {
  105. result.depthOnlyCommand.shaderProgram = shader;
  106. result.depthOnlyCommand.renderState = renderState;
  107. }
  108. return result;
  109. };
  110. var writeLogDepthRegex = /\s+czm_writeLogDepth\(/;
  111. var vertexlogDepthRegex = /\s+czm_vertexLogDepth\(/;
  112. var extensionRegex = /\s*#extension\s+GL_EXT_frag_depth\s*:\s*enable/;
  113. function getLogDepthShaderProgram(context, shaderProgram) {
  114. var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'logDepth');
  115. if (!defined(shader)) {
  116. var attributeLocations = shaderProgram._attributeLocations;
  117. var vs = shaderProgram.vertexShaderSource.clone();
  118. var fs = shaderProgram.fragmentShaderSource.clone();
  119. vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
  120. vs.defines.push('LOG_DEPTH');
  121. fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
  122. fs.defines.push('LOG_DEPTH');
  123. var i;
  124. var logMain;
  125. var writesLogDepth = false;
  126. var sources = vs.sources;
  127. var length = sources.length;
  128. for (i = 0; i < length; ++i) {
  129. if (vertexlogDepthRegex.test(sources[i])) {
  130. writesLogDepth = true;
  131. break;
  132. }
  133. }
  134. if (!writesLogDepth) {
  135. for (i = 0; i < length; ++i) {
  136. sources[i] = ShaderSource.replaceMain(sources[i], 'czm_log_depth_main');
  137. }
  138. logMain =
  139. '\n\n' +
  140. 'void main() \n' +
  141. '{ \n' +
  142. ' czm_log_depth_main(); \n' +
  143. ' czm_vertexLogDepth(); \n' +
  144. '} \n';
  145. sources.push(logMain);
  146. }
  147. var addExtension = true;
  148. writesLogDepth = false;
  149. sources = fs.sources;
  150. length = sources.length;
  151. for (i = 0; i < length; ++i) {
  152. if (writeLogDepthRegex.test(sources[i])) {
  153. writesLogDepth = true;
  154. }
  155. if (extensionRegex.test(sources[i])) {
  156. addExtension = false;
  157. }
  158. }
  159. var logSource = '';
  160. if (addExtension) {
  161. logSource +=
  162. '#ifdef GL_EXT_frag_depth \n' +
  163. '#extension GL_EXT_frag_depth : enable \n' +
  164. '#endif \n\n';
  165. }
  166. if (!writesLogDepth) {
  167. for (i = 0; i < length; i++) {
  168. sources[i] = ShaderSource.replaceMain(sources[i], 'czm_log_depth_main');
  169. }
  170. logSource +=
  171. '\n' +
  172. 'void main() \n' +
  173. '{ \n' +
  174. ' czm_log_depth_main(); \n' +
  175. ' czm_writeLogDepth(); \n' +
  176. '} \n';
  177. }
  178. sources.push(logSource);
  179. shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'logDepth', {
  180. vertexShaderSource : vs,
  181. fragmentShaderSource : fs,
  182. attributeLocations : attributeLocations
  183. });
  184. }
  185. return shader;
  186. }
  187. DerivedCommand.createLogDepthCommand = function(command, context, result) {
  188. if (!defined(result)) {
  189. result = {};
  190. }
  191. var shader;
  192. if (defined(result.command)) {
  193. shader = result.command.shaderProgram;
  194. }
  195. result.command = DrawCommand.shallowClone(command, result.command);
  196. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  197. result.command.shaderProgram = getLogDepthShaderProgram(context, command.shaderProgram);
  198. result.shaderProgramId = command.shaderProgram.id;
  199. } else {
  200. result.command.shaderProgram = shader;
  201. }
  202. return result;
  203. };
  204. function getPickShaderProgram(context, shaderProgram, pickId) {
  205. var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'pick');
  206. if (!defined(shader)) {
  207. var attributeLocations = shaderProgram._attributeLocations;
  208. var fs = shaderProgram.fragmentShaderSource;
  209. var sources = fs.sources;
  210. var length = sources.length;
  211. var newMain =
  212. 'void main() \n' +
  213. '{ \n' +
  214. ' czm_non_pick_main(); \n' +
  215. ' if (gl_FragColor.a == 0.0) { \n' +
  216. ' discard; \n' +
  217. ' } \n' +
  218. ' gl_FragColor = ' + pickId + '; \n' +
  219. '} \n';
  220. var newSources = new Array(length + 1);
  221. for (var i = 0; i < length; ++i) {
  222. newSources[i] = ShaderSource.replaceMain(sources[i], 'czm_non_pick_main');
  223. }
  224. newSources[length] = newMain;
  225. fs = new ShaderSource({
  226. sources : newSources,
  227. defines : fs.defines
  228. });
  229. shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'pick', {
  230. vertexShaderSource : shaderProgram.vertexShaderSource,
  231. fragmentShaderSource : fs,
  232. attributeLocations : attributeLocations
  233. });
  234. }
  235. return shader;
  236. }
  237. function getPickRenderState(scene, renderState) {
  238. var cache = scene.picking.pickRenderStateCache;
  239. var pickState = cache[renderState.id];
  240. if (!defined(pickState)) {
  241. var rs = RenderState.getState(renderState);
  242. rs.blending.enabled = false;
  243. // Turns on depth writing for opaque and translucent passes
  244. // Overlapping translucent geometry on the globe surface may exhibit z-fighting
  245. // during the pick pass which may not match the rendered scene. Once
  246. // terrain is on by default and ground primitives are used instead
  247. // this will become less of a problem.
  248. rs.depthMask = true;
  249. pickState = RenderState.fromCache(rs);
  250. cache[renderState.id] = pickState;
  251. }
  252. return pickState;
  253. }
  254. DerivedCommand.createPickDerivedCommand = function(scene, command, context, result) {
  255. if (!defined(result)) {
  256. result = {};
  257. }
  258. var shader;
  259. var renderState;
  260. if (defined(result.pickCommand)) {
  261. shader = result.pickCommand.shaderProgram;
  262. renderState = result.pickCommand.renderState;
  263. }
  264. result.pickCommand = DrawCommand.shallowClone(command, result.pickCommand);
  265. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  266. result.pickCommand.shaderProgram = getPickShaderProgram(context, command.shaderProgram, command.pickId);
  267. result.pickCommand.renderState = getPickRenderState(scene, command.renderState);
  268. result.shaderProgramId = command.shaderProgram.id;
  269. } else {
  270. result.pickCommand.shaderProgram = shader;
  271. result.pickCommand.renderState = renderState;
  272. }
  273. return result;
  274. };
  275. function getHdrShaderProgram(context, shaderProgram) {
  276. var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'HDR');
  277. if (!defined(shader)) {
  278. var attributeLocations = shaderProgram._attributeLocations;
  279. var vs = shaderProgram.vertexShaderSource.clone();
  280. var fs = shaderProgram.fragmentShaderSource.clone();
  281. vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
  282. vs.defines.push('HDR');
  283. fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
  284. fs.defines.push('HDR');
  285. shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'HDR', {
  286. vertexShaderSource : vs,
  287. fragmentShaderSource : fs,
  288. attributeLocations : attributeLocations
  289. });
  290. }
  291. return shader;
  292. }
  293. DerivedCommand.createHdrCommand = function(command, context, result) {
  294. if (!defined(result)) {
  295. result = {};
  296. }
  297. var shader;
  298. if (defined(result.command)) {
  299. shader = result.command.shaderProgram;
  300. }
  301. result.command = DrawCommand.shallowClone(command, result.command);
  302. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  303. result.command.shaderProgram = getHdrShaderProgram(context, command.shaderProgram);
  304. result.shaderProgramId = command.shaderProgram.id;
  305. } else {
  306. result.command.shaderProgram = shader;
  307. }
  308. return result;
  309. };
  310. export default DerivedCommand;