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- import defined from '../Core/defined.js';
- import DrawCommand from '../Renderer/DrawCommand.js';
- import RenderState from '../Renderer/RenderState.js';
- import ShaderSource from '../Renderer/ShaderSource.js';
- /**
- * @private
- */
- function DerivedCommand() {}
- var fragDepthRegex = /\bgl_FragDepthEXT\b/;
- var discardRegex = /\bdiscard\b/;
- function getDepthOnlyShaderProgram(context, shaderProgram) {
- var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'depthOnly');
- if (!defined(shader)) {
- var attributeLocations = shaderProgram._attributeLocations;
- var fs = shaderProgram.fragmentShaderSource;
- var i;
- var writesDepthOrDiscards = false;
- var sources = fs.sources;
- var length = sources.length;
- for (i = 0; i < length; ++i) {
- if (fragDepthRegex.test(sources[i]) || discardRegex.test(sources[i])) {
- writesDepthOrDiscards = true;
- break;
- }
- }
- var usesLogDepth = false;
- var defines = fs.defines;
- length = defines.length;
- for (i = 0; i < length; ++i) {
- if (defines[i] === 'LOG_DEPTH') {
- usesLogDepth = true;
- break;
- }
- }
- var source;
- if (!writesDepthOrDiscards && !usesLogDepth) {
- source =
- 'void main() \n' +
- '{ \n' +
- ' gl_FragColor = vec4(1.0); \n' +
- '} \n';
- fs = new ShaderSource({
- sources : [source]
- });
- } else if (!writesDepthOrDiscards && usesLogDepth) {
- source =
- '#ifdef GL_EXT_frag_depth \n' +
- '#extension GL_EXT_frag_depth : enable \n' +
- '#endif \n\n' +
- 'void main() \n' +
- '{ \n' +
- ' gl_FragColor = vec4(1.0); \n' +
- ' czm_writeLogDepth(); \n' +
- '} \n';
- fs = new ShaderSource({
- defines : ['LOG_DEPTH'],
- sources : [source]
- });
- }
- shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'depthOnly', {
- vertexShaderSource : shaderProgram.vertexShaderSource,
- fragmentShaderSource : fs,
- attributeLocations : attributeLocations
- });
- }
- return shader;
- }
- function getDepthOnlyRenderState(scene, renderState) {
- var cache = scene._depthOnlyRenderStateCache;
- var depthOnlyState = cache[renderState.id];
- if (!defined(depthOnlyState)) {
- var rs = RenderState.getState(renderState);
- rs.depthMask = true;
- rs.colorMask = {
- red : false,
- green : false,
- blue : false,
- alpha : false
- };
- depthOnlyState = RenderState.fromCache(rs);
- cache[renderState.id] = depthOnlyState;
- }
- return depthOnlyState;
- }
- DerivedCommand.createDepthOnlyDerivedCommand = function(scene, command, context, result) {
- // For a depth only pass, we bind a framebuffer with only a depth attachment (no color attachments),
- // do not write color, and write depth. If the fragment shader doesn't modify the fragment depth
- // or discard, the driver can replace the fragment shader with a pass-through shader. We're unsure if this
- // actually happens so we modify the shader to use a pass-through fragment shader.
- if (!defined(result)) {
- result = {};
- }
- var shader;
- var renderState;
- if (defined(result.depthOnlyCommand)) {
- shader = result.depthOnlyCommand.shaderProgram;
- renderState = result.depthOnlyCommand.renderState;
- }
- result.depthOnlyCommand = DrawCommand.shallowClone(command, result.depthOnlyCommand);
- if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
- result.depthOnlyCommand.shaderProgram = getDepthOnlyShaderProgram(context, command.shaderProgram);
- result.depthOnlyCommand.renderState = getDepthOnlyRenderState(scene, command.renderState);
- result.shaderProgramId = command.shaderProgram.id;
- } else {
- result.depthOnlyCommand.shaderProgram = shader;
- result.depthOnlyCommand.renderState = renderState;
- }
- return result;
- };
- var writeLogDepthRegex = /\s+czm_writeLogDepth\(/;
- var vertexlogDepthRegex = /\s+czm_vertexLogDepth\(/;
- var extensionRegex = /\s*#extension\s+GL_EXT_frag_depth\s*:\s*enable/;
- function getLogDepthShaderProgram(context, shaderProgram) {
- var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'logDepth');
- if (!defined(shader)) {
- var attributeLocations = shaderProgram._attributeLocations;
- var vs = shaderProgram.vertexShaderSource.clone();
- var fs = shaderProgram.fragmentShaderSource.clone();
- vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
- vs.defines.push('LOG_DEPTH');
- fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
- fs.defines.push('LOG_DEPTH');
- var i;
- var logMain;
- var writesLogDepth = false;
- var sources = vs.sources;
- var length = sources.length;
- for (i = 0; i < length; ++i) {
- if (vertexlogDepthRegex.test(sources[i])) {
- writesLogDepth = true;
- break;
- }
- }
- if (!writesLogDepth) {
- for (i = 0; i < length; ++i) {
- sources[i] = ShaderSource.replaceMain(sources[i], 'czm_log_depth_main');
- }
- logMain =
- '\n\n' +
- 'void main() \n' +
- '{ \n' +
- ' czm_log_depth_main(); \n' +
- ' czm_vertexLogDepth(); \n' +
- '} \n';
- sources.push(logMain);
- }
- var addExtension = true;
- writesLogDepth = false;
- sources = fs.sources;
- length = sources.length;
- for (i = 0; i < length; ++i) {
- if (writeLogDepthRegex.test(sources[i])) {
- writesLogDepth = true;
- }
- if (extensionRegex.test(sources[i])) {
- addExtension = false;
- }
- }
- var logSource = '';
- if (addExtension) {
- logSource +=
- '#ifdef GL_EXT_frag_depth \n' +
- '#extension GL_EXT_frag_depth : enable \n' +
- '#endif \n\n';
- }
- if (!writesLogDepth) {
- for (i = 0; i < length; i++) {
- sources[i] = ShaderSource.replaceMain(sources[i], 'czm_log_depth_main');
- }
- logSource +=
- '\n' +
- 'void main() \n' +
- '{ \n' +
- ' czm_log_depth_main(); \n' +
- ' czm_writeLogDepth(); \n' +
- '} \n';
- }
- sources.push(logSource);
- shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'logDepth', {
- vertexShaderSource : vs,
- fragmentShaderSource : fs,
- attributeLocations : attributeLocations
- });
- }
- return shader;
- }
- DerivedCommand.createLogDepthCommand = function(command, context, result) {
- if (!defined(result)) {
- result = {};
- }
- var shader;
- if (defined(result.command)) {
- shader = result.command.shaderProgram;
- }
- result.command = DrawCommand.shallowClone(command, result.command);
- if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
- result.command.shaderProgram = getLogDepthShaderProgram(context, command.shaderProgram);
- result.shaderProgramId = command.shaderProgram.id;
- } else {
- result.command.shaderProgram = shader;
- }
- return result;
- };
- function getPickShaderProgram(context, shaderProgram, pickId) {
- var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'pick');
- if (!defined(shader)) {
- var attributeLocations = shaderProgram._attributeLocations;
- var fs = shaderProgram.fragmentShaderSource;
- var sources = fs.sources;
- var length = sources.length;
- var newMain =
- 'void main() \n' +
- '{ \n' +
- ' czm_non_pick_main(); \n' +
- ' if (gl_FragColor.a == 0.0) { \n' +
- ' discard; \n' +
- ' } \n' +
- ' gl_FragColor = ' + pickId + '; \n' +
- '} \n';
- var newSources = new Array(length + 1);
- for (var i = 0; i < length; ++i) {
- newSources[i] = ShaderSource.replaceMain(sources[i], 'czm_non_pick_main');
- }
- newSources[length] = newMain;
- fs = new ShaderSource({
- sources : newSources,
- defines : fs.defines
- });
- shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'pick', {
- vertexShaderSource : shaderProgram.vertexShaderSource,
- fragmentShaderSource : fs,
- attributeLocations : attributeLocations
- });
- }
- return shader;
- }
- function getPickRenderState(scene, renderState) {
- var cache = scene.picking.pickRenderStateCache;
- var pickState = cache[renderState.id];
- if (!defined(pickState)) {
- var rs = RenderState.getState(renderState);
- rs.blending.enabled = false;
- // Turns on depth writing for opaque and translucent passes
- // Overlapping translucent geometry on the globe surface may exhibit z-fighting
- // during the pick pass which may not match the rendered scene. Once
- // terrain is on by default and ground primitives are used instead
- // this will become less of a problem.
- rs.depthMask = true;
- pickState = RenderState.fromCache(rs);
- cache[renderState.id] = pickState;
- }
- return pickState;
- }
- DerivedCommand.createPickDerivedCommand = function(scene, command, context, result) {
- if (!defined(result)) {
- result = {};
- }
- var shader;
- var renderState;
- if (defined(result.pickCommand)) {
- shader = result.pickCommand.shaderProgram;
- renderState = result.pickCommand.renderState;
- }
- result.pickCommand = DrawCommand.shallowClone(command, result.pickCommand);
- if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
- result.pickCommand.shaderProgram = getPickShaderProgram(context, command.shaderProgram, command.pickId);
- result.pickCommand.renderState = getPickRenderState(scene, command.renderState);
- result.shaderProgramId = command.shaderProgram.id;
- } else {
- result.pickCommand.shaderProgram = shader;
- result.pickCommand.renderState = renderState;
- }
- return result;
- };
- function getHdrShaderProgram(context, shaderProgram) {
- var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'HDR');
- if (!defined(shader)) {
- var attributeLocations = shaderProgram._attributeLocations;
- var vs = shaderProgram.vertexShaderSource.clone();
- var fs = shaderProgram.fragmentShaderSource.clone();
- vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
- vs.defines.push('HDR');
- fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
- fs.defines.push('HDR');
- shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'HDR', {
- vertexShaderSource : vs,
- fragmentShaderSource : fs,
- attributeLocations : attributeLocations
- });
- }
- return shader;
- }
- DerivedCommand.createHdrCommand = function(command, context, result) {
- if (!defined(result)) {
- result = {};
- }
- var shader;
- if (defined(result.command)) {
- shader = result.command.shaderProgram;
- }
- result.command = DrawCommand.shallowClone(command, result.command);
- if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
- result.command.shaderProgram = getHdrShaderProgram(context, command.shaderProgram);
- result.shaderProgramId = command.shaderProgram.id;
- } else {
- result.command.shaderProgram = shader;
- }
- return result;
- };
- export default DerivedCommand;
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