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- import ApproximateTerrainHeights from '../Core/ApproximateTerrainHeights.js';
- import BoundingSphere from '../Core/BoundingSphere.js';
- import Cartesian3 from '../Core/Cartesian3.js';
- import Cartographic from '../Core/Cartographic.js';
- import Check from '../Core/Check.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 GeometryInstance from '../Core/GeometryInstance.js';
- import isArray from '../Core/isArray.js';
- import CesiumMath from '../Core/Math.js';
- import OrientedBoundingBox from '../Core/OrientedBoundingBox.js';
- import Rectangle from '../Core/Rectangle.js';
- import when from '../ThirdParty/when.js';
- import ClassificationPrimitive from './ClassificationPrimitive.js';
- import ClassificationType from './ClassificationType.js';
- import PerInstanceColorAppearance from './PerInstanceColorAppearance.js';
- import SceneMode from './SceneMode.js';
- import ShadowVolumeAppearance from './ShadowVolumeAppearance.js';
- var GroundPrimitiveUniformMap = {
- u_globeMinimumAltitude: function() {
- return 55000.0;
- }
- };
- /**
- * A ground primitive represents geometry draped over terrain or 3D Tiles in the {@link Scene}.
- * <p>
- * A primitive combines geometry instances with an {@link Appearance} that describes the full shading, including
- * {@link Material} and {@link RenderState}. Roughly, the geometry instance defines the structure and placement,
- * and the appearance defines the visual characteristics. Decoupling geometry and appearance allows us to mix
- * and match most of them and add a new geometry or appearance independently of each other.
- * </p>
- * <p>
- * Support for the WEBGL_depth_texture extension is required to use GeometryInstances with different PerInstanceColors
- * or materials besides PerInstanceColorAppearance.
- * </p>
- * <p>
- * Textured GroundPrimitives were designed for notional patterns and are not meant for precisely mapping
- * textures to terrain - for that use case, use {@link SingleTileImageryProvider}.
- * </p>
- * <p>
- * For correct rendering, this feature requires the EXT_frag_depth WebGL extension. For hardware that do not support this extension, there
- * will be rendering artifacts for some viewing angles.
- * </p>
- * <p>
- * Valid geometries are {@link CircleGeometry}, {@link CorridorGeometry}, {@link EllipseGeometry}, {@link PolygonGeometry}, and {@link RectangleGeometry}.
- * </p>
- *
- * @alias GroundPrimitive
- * @constructor
- *
- * @param {Object} [options] Object with the following properties:
- * @param {Array|GeometryInstance} [options.geometryInstances] The geometry instances to render.
- * @param {Appearance} [options.appearance] The appearance used to render the primitive. Defaults to a flat PerInstanceColorAppearance when GeometryInstances have a color attribute.
- * @param {Boolean} [options.show=true] Determines if this primitive will be shown.
- * @param {Boolean} [options.vertexCacheOptimize=false] When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
- * @param {Boolean} [options.interleave=false] When <code>true</code>, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
- * @param {Boolean} [options.compressVertices=true] When <code>true</code>, the geometry vertices are compressed, which will save memory.
- * @param {Boolean} [options.releaseGeometryInstances=true] When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
- * @param {Boolean} [options.allowPicking=true] When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
- * @param {Boolean} [options.asynchronous=true] Determines if the primitive will be created asynchronously or block until ready. If false initializeTerrainHeights() must be called first.
- * @param {ClassificationType} [options.classificationType=ClassificationType.BOTH] Determines whether terrain, 3D Tiles or both will be classified.
- * @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
- * @param {Boolean} [options.debugShowShadowVolume=false] For debugging only. Determines if the shadow volume for each geometry in the primitive is drawn. Must be <code>true</code> on
- * creation for the volumes to be created before the geometry is released or options.releaseGeometryInstance must be <code>false</code>.
- *
- * @example
- * // Example 1: Create primitive with a single instance
- * var rectangleInstance = new Cesium.GeometryInstance({
- * geometry : new Cesium.RectangleGeometry({
- * rectangle : Cesium.Rectangle.fromDegrees(-140.0, 30.0, -100.0, 40.0)
- * }),
- * id : 'rectangle',
- * attributes : {
- * color : new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5)
- * }
- * });
- * scene.primitives.add(new Cesium.GroundPrimitive({
- * geometryInstances : rectangleInstance
- * }));
- *
- * // Example 2: Batch instances
- * var color = new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5); // Both instances must have the same color.
- * var rectangleInstance = new Cesium.GeometryInstance({
- * geometry : new Cesium.RectangleGeometry({
- * rectangle : Cesium.Rectangle.fromDegrees(-140.0, 30.0, -100.0, 40.0)
- * }),
- * id : 'rectangle',
- * attributes : {
- * color : color
- * }
- * });
- * var ellipseInstance = new Cesium.GeometryInstance({
- * geometry : new Cesium.EllipseGeometry({
- * center : Cesium.Cartesian3.fromDegrees(-105.0, 40.0),
- * semiMinorAxis : 300000.0,
- * semiMajorAxis : 400000.0
- * }),
- * id : 'ellipse',
- * attributes : {
- * color : color
- * }
- * });
- * scene.primitives.add(new Cesium.GroundPrimitive({
- * geometryInstances : [rectangleInstance, ellipseInstance]
- * }));
- *
- * @see Primitive
- * @see ClassificationPrimitive
- * @see GeometryInstance
- * @see Appearance
- */
- function GroundPrimitive(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- var appearance = options.appearance;
- var geometryInstances = options.geometryInstances;
- if (!defined(appearance) && defined(geometryInstances)) {
- var geometryInstancesArray = isArray(geometryInstances) ? geometryInstances : [geometryInstances];
- var geometryInstanceCount = geometryInstancesArray.length;
- for (var i = 0; i < geometryInstanceCount; i++) {
- var attributes = geometryInstancesArray[i].attributes;
- if (defined(attributes) && defined(attributes.color)) {
- appearance = new PerInstanceColorAppearance({
- flat : true
- });
- break;
- }
- }
- }
- /**
- * The {@link Appearance} used to shade this primitive. Each geometry
- * instance is shaded with the same appearance. Some appearances, like
- * {@link PerInstanceColorAppearance} allow giving each instance unique
- * properties.
- *
- * @type Appearance
- *
- * @default undefined
- */
- this.appearance = appearance;
- /**
- * The geometry instances rendered with this primitive. This may
- * be <code>undefined</code> if <code>options.releaseGeometryInstances</code>
- * is <code>true</code> when the primitive is constructed.
- * <p>
- * Changing this property after the primitive is rendered has no effect.
- * </p>
- *
- * @readonly
- * @type {Array|GeometryInstance}
- *
- * @default undefined
- */
- this.geometryInstances = options.geometryInstances;
- /**
- * Determines if the primitive will be shown. This affects all geometry
- * instances in the primitive.
- *
- * @type {Boolean}
- *
- * @default true
- */
- this.show = defaultValue(options.show, true);
- /**
- * Determines whether terrain, 3D Tiles or both will be classified.
- *
- * @type {ClassificationType}
- *
- * @default ClassificationType.BOTH
- */
- this.classificationType = defaultValue(options.classificationType, ClassificationType.BOTH);
- /**
- * This property is for debugging only; it is not for production use nor is it optimized.
- * <p>
- * Draws the bounding sphere for each draw command in the primitive.
- * </p>
- *
- * @type {Boolean}
- *
- * @default false
- */
- this.debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false);
- /**
- * This property is for debugging only; it is not for production use nor is it optimized.
- * <p>
- * Draws the shadow volume for each geometry in the primitive.
- * </p>
- *
- * @type {Boolean}
- *
- * @default false
- */
- this.debugShowShadowVolume = defaultValue(options.debugShowShadowVolume, false);
- this._boundingVolumes = [];
- this._boundingVolumes2D = [];
- this._ready = false;
- this._readyPromise = when.defer();
- this._primitive = undefined;
- this._maxHeight = undefined;
- this._minHeight = undefined;
- this._maxTerrainHeight = ApproximateTerrainHeights._defaultMaxTerrainHeight;
- this._minTerrainHeight = ApproximateTerrainHeights._defaultMinTerrainHeight;
- this._boundingSpheresKeys = [];
- this._boundingSpheres = [];
- this._useFragmentCulling = false;
- // Used when inserting in an OrderedPrimitiveCollection
- this._zIndex = undefined;
- var that = this;
- this._classificationPrimitiveOptions = {
- geometryInstances : undefined,
- appearance : undefined,
- vertexCacheOptimize : defaultValue(options.vertexCacheOptimize, false),
- interleave : defaultValue(options.interleave, false),
- releaseGeometryInstances : defaultValue(options.releaseGeometryInstances, true),
- allowPicking : defaultValue(options.allowPicking, true),
- asynchronous : defaultValue(options.asynchronous, true),
- compressVertices : defaultValue(options.compressVertices, true),
- _createBoundingVolumeFunction : undefined,
- _updateAndQueueCommandsFunction : undefined,
- _pickPrimitive : that,
- _extruded : true,
- _uniformMap : GroundPrimitiveUniformMap
- };
- }
- defineProperties(GroundPrimitive.prototype, {
- /**
- * When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
- *
- * @memberof GroundPrimitive.prototype
- *
- * @type {Boolean}
- * @readonly
- *
- * @default true
- */
- vertexCacheOptimize : {
- get : function() {
- return this._classificationPrimitiveOptions.vertexCacheOptimize;
- }
- },
- /**
- * Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
- *
- * @memberof GroundPrimitive.prototype
- *
- * @type {Boolean}
- * @readonly
- *
- * @default false
- */
- interleave : {
- get : function() {
- return this._classificationPrimitiveOptions.interleave;
- }
- },
- /**
- * When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
- *
- * @memberof GroundPrimitive.prototype
- *
- * @type {Boolean}
- * @readonly
- *
- * @default true
- */
- releaseGeometryInstances : {
- get : function() {
- return this._classificationPrimitiveOptions.releaseGeometryInstances;
- }
- },
- /**
- * When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
- *
- * @memberof GroundPrimitive.prototype
- *
- * @type {Boolean}
- * @readonly
- *
- * @default true
- */
- allowPicking : {
- get : function() {
- return this._classificationPrimitiveOptions.allowPicking;
- }
- },
- /**
- * Determines if the geometry instances will be created and batched on a web worker.
- *
- * @memberof GroundPrimitive.prototype
- *
- * @type {Boolean}
- * @readonly
- *
- * @default true
- */
- asynchronous : {
- get : function() {
- return this._classificationPrimitiveOptions.asynchronous;
- }
- },
- /**
- * When <code>true</code>, geometry vertices are compressed, which will save memory.
- *
- * @memberof GroundPrimitive.prototype
- *
- * @type {Boolean}
- * @readonly
- *
- * @default true
- */
- compressVertices : {
- get : function() {
- return this._classificationPrimitiveOptions.compressVertices;
- }
- },
- /**
- * Determines if the primitive is complete and ready to render. If this property is
- * true, the primitive will be rendered the next time that {@link GroundPrimitive#update}
- * is called.
- *
- * @memberof GroundPrimitive.prototype
- *
- * @type {Boolean}
- * @readonly
- */
- ready : {
- get : function() {
- return this._ready;
- }
- },
- /**
- * Gets a promise that resolves when the primitive is ready to render.
- * @memberof GroundPrimitive.prototype
- * @type {Promise.<GroundPrimitive>}
- * @readonly
- */
- readyPromise : {
- get : function() {
- return this._readyPromise.promise;
- }
- }
- });
- /**
- * Determines if GroundPrimitive rendering is supported.
- *
- * @function
- * @param {Scene} scene The scene.
- * @returns {Boolean} <code>true</code> if GroundPrimitives are supported; otherwise, returns <code>false</code>
- */
- GroundPrimitive.isSupported = ClassificationPrimitive.isSupported;
- function getComputeMaximumHeightFunction(primitive) {
- return function(granularity, ellipsoid) {
- var r = ellipsoid.maximumRadius;
- var delta = (r / Math.cos(granularity * 0.5)) - r;
- return primitive._maxHeight + delta;
- };
- }
- function getComputeMinimumHeightFunction(primitive) {
- return function(granularity, ellipsoid) {
- return primitive._minHeight;
- };
- }
- var scratchBVCartesianHigh = new Cartesian3();
- var scratchBVCartesianLow = new Cartesian3();
- var scratchBVCartesian = new Cartesian3();
- var scratchBVCartographic = new Cartographic();
- var scratchBVRectangle = new Rectangle();
- function getRectangle(frameState, geometry) {
- var ellipsoid = frameState.mapProjection.ellipsoid;
- if (!defined(geometry.attributes) || !defined(geometry.attributes.position3DHigh)) {
- if (defined(geometry.rectangle)) {
- return geometry.rectangle;
- }
- return undefined;
- }
- var highPositions = geometry.attributes.position3DHigh.values;
- var lowPositions = geometry.attributes.position3DLow.values;
- var length = highPositions.length;
- var minLat = Number.POSITIVE_INFINITY;
- var minLon = Number.POSITIVE_INFINITY;
- var maxLat = Number.NEGATIVE_INFINITY;
- var maxLon = Number.NEGATIVE_INFINITY;
- for (var i = 0; i < length; i +=3) {
- var highPosition = Cartesian3.unpack(highPositions, i, scratchBVCartesianHigh);
- var lowPosition = Cartesian3.unpack(lowPositions, i, scratchBVCartesianLow);
- var position = Cartesian3.add(highPosition, lowPosition, scratchBVCartesian);
- var cartographic = ellipsoid.cartesianToCartographic(position, scratchBVCartographic);
- var latitude = cartographic.latitude;
- var longitude = cartographic.longitude;
- minLat = Math.min(minLat, latitude);
- minLon = Math.min(minLon, longitude);
- maxLat = Math.max(maxLat, latitude);
- maxLon = Math.max(maxLon, longitude);
- }
- var rectangle = scratchBVRectangle;
- rectangle.north = maxLat;
- rectangle.south = minLat;
- rectangle.east = maxLon;
- rectangle.west = minLon;
- return rectangle;
- }
- function setMinMaxTerrainHeights(primitive, rectangle, ellipsoid) {
- var result = ApproximateTerrainHeights.getMinimumMaximumHeights(rectangle, ellipsoid);
- primitive._minTerrainHeight = result.minimumTerrainHeight;
- primitive._maxTerrainHeight = result.maximumTerrainHeight;
- }
- function createBoundingVolume(groundPrimitive, frameState, geometry) {
- var ellipsoid = frameState.mapProjection.ellipsoid;
- var rectangle = getRectangle(frameState, geometry);
- // Use an oriented bounding box by default, but switch to a bounding sphere if bounding box creation would fail.
- if (rectangle.width < CesiumMath.PI) {
- var obb = OrientedBoundingBox.fromRectangle(rectangle, groundPrimitive._maxHeight, groundPrimitive._minHeight, ellipsoid);
- groundPrimitive._boundingVolumes.push(obb);
- } else {
- var highPositions = geometry.attributes.position3DHigh.values;
- var lowPositions = geometry.attributes.position3DLow.values;
- groundPrimitive._boundingVolumes.push(BoundingSphere.fromEncodedCartesianVertices(highPositions, lowPositions));
- }
- if (!frameState.scene3DOnly) {
- var projection = frameState.mapProjection;
- var boundingVolume = BoundingSphere.fromRectangleWithHeights2D(rectangle, projection, groundPrimitive._maxHeight, groundPrimitive._minHeight);
- Cartesian3.fromElements(boundingVolume.center.z, boundingVolume.center.x, boundingVolume.center.y, boundingVolume.center);
- groundPrimitive._boundingVolumes2D.push(boundingVolume);
- }
- }
- function boundingVolumeIndex(commandIndex, length) {
- return Math.floor((commandIndex % length) / 3);
- }
- function updateAndQueueRenderCommand(groundPrimitive, command, frameState, modelMatrix, cull, boundingVolume, debugShowBoundingVolume) {
- // Use derived appearance command for 2D if needed
- var classificationPrimitive = groundPrimitive._primitive;
- if (frameState.mode !== SceneMode.SCENE3D &&
- command.shaderProgram === classificationPrimitive._spColor &&
- classificationPrimitive._needs2DShader) {
- command = command.derivedCommands.appearance2D;
- }
- command.owner = groundPrimitive;
- command.modelMatrix = modelMatrix;
- command.boundingVolume = boundingVolume;
- command.cull = cull;
- command.debugShowBoundingVolume = debugShowBoundingVolume;
- frameState.commandList.push(command);
- }
- function updateAndQueuePickCommand(groundPrimitive, command, frameState, modelMatrix, cull, boundingVolume) {
- // Use derived pick command for 2D if needed
- var classificationPrimitive = groundPrimitive._primitive;
- if (frameState.mode !== SceneMode.SCENE3D &&
- command.shaderProgram === classificationPrimitive._spPick &&
- classificationPrimitive._needs2DShader) {
- command = command.derivedCommands.pick2D;
- }
- command.owner = groundPrimitive;
- command.modelMatrix = modelMatrix;
- command.boundingVolume = boundingVolume;
- command.cull = cull;
- frameState.commandList.push(command);
- }
- function updateAndQueueCommands(groundPrimitive, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses) {
- var boundingVolumes;
- if (frameState.mode === SceneMode.SCENE3D) {
- boundingVolumes = groundPrimitive._boundingVolumes;
- } else {
- boundingVolumes = groundPrimitive._boundingVolumes2D;
- }
- var classificationType = groundPrimitive.classificationType;
- var queueTerrainCommands = (classificationType !== ClassificationType.CESIUM_3D_TILE);
- var queue3DTilesCommands = (classificationType !== ClassificationType.TERRAIN);
- var passes = frameState.passes;
- var classificationPrimitive = groundPrimitive._primitive;
- var i;
- var boundingVolume;
- var command;
- if (passes.render) {
- var colorLength = colorCommands.length;
- for (i = 0; i < colorLength; ++i) {
- boundingVolume = boundingVolumes[boundingVolumeIndex(i, colorLength)];
- if (queueTerrainCommands) {
- command = colorCommands[i];
- updateAndQueueRenderCommand(groundPrimitive, command, frameState, modelMatrix, cull, boundingVolume, debugShowBoundingVolume);
- }
- if (queue3DTilesCommands) {
- command = colorCommands[i].derivedCommands.tileset;
- updateAndQueueRenderCommand(groundPrimitive, command, frameState, modelMatrix, cull, boundingVolume, debugShowBoundingVolume);
- }
- }
- if (frameState.invertClassification) {
- var ignoreShowCommands = classificationPrimitive._commandsIgnoreShow;
- var ignoreShowCommandsLength = ignoreShowCommands.length;
- for (i = 0; i < ignoreShowCommandsLength; ++i) {
- boundingVolume = boundingVolumes[Math.floor(i / 2)];
- command = ignoreShowCommands[i];
- updateAndQueueRenderCommand(groundPrimitive, command, frameState, modelMatrix, cull, boundingVolume, debugShowBoundingVolume);
- }
- }
- }
- if (passes.pick) {
- var pickLength = pickCommands.length;
- var pickOffsets;
- if (!groundPrimitive._useFragmentCulling) {
- // Must be using pick offsets
- pickOffsets = classificationPrimitive._primitive._pickOffsets;
- }
- for (i = 0; i < pickLength; ++i) {
- boundingVolume = boundingVolumes[boundingVolumeIndex(i, pickLength)];
- if (!groundPrimitive._useFragmentCulling) {
- var pickOffset = pickOffsets[boundingVolumeIndex(i, pickLength)];
- boundingVolume = boundingVolumes[pickOffset.index];
- }
- if (queueTerrainCommands) {
- command = pickCommands[i];
- updateAndQueuePickCommand(groundPrimitive, command, frameState, modelMatrix, cull, boundingVolume);
- }
- if (queue3DTilesCommands) {
- command = pickCommands[i].derivedCommands.tileset;
- updateAndQueuePickCommand(groundPrimitive, command, frameState, modelMatrix, cull, boundingVolume);
- }
- }
- }
- }
- /**
- * Initializes the minimum and maximum terrain heights. This only needs to be called if you are creating the
- * GroundPrimitive synchronously.
- *
- * @returns {Promise} A promise that will resolve once the terrain heights have been loaded.
- *
- */
- GroundPrimitive.initializeTerrainHeights = function() {
- return ApproximateTerrainHeights.initialize();
- };
- /**
- * Called when {@link Viewer} or {@link CesiumWidget} render the scene to
- * get the draw commands needed to render this primitive.
- * <p>
- * Do not call this function directly. This is documented just to
- * list the exceptions that may be propagated when the scene is rendered:
- * </p>
- *
- * @exception {DeveloperError} For synchronous GroundPrimitive, you must call GroundPrimitive.initializeTerrainHeights() and wait for the returned promise to resolve.
- * @exception {DeveloperError} All instance geometries must have the same primitiveType.
- * @exception {DeveloperError} Appearance and material have a uniform with the same name.
- */
- GroundPrimitive.prototype.update = function(frameState) {
- if (!defined(this._primitive) && !defined(this.geometryInstances)) {
- return;
- }
- if (!ApproximateTerrainHeights.initialized) {
- //>>includeStart('debug', pragmas.debug);
- if (!this.asynchronous) {
- throw new DeveloperError('For synchronous GroundPrimitives, you must call GroundPrimitive.initializeTerrainHeights() and wait for the returned promise to resolve.');
- }
- //>>includeEnd('debug');
- GroundPrimitive.initializeTerrainHeights();
- return;
- }
- var that = this;
- var primitiveOptions = this._classificationPrimitiveOptions;
- if (!defined(this._primitive)) {
- var ellipsoid = frameState.mapProjection.ellipsoid;
- var instance;
- var geometry;
- var instanceType;
- var instances = isArray(this.geometryInstances) ? this.geometryInstances : [this.geometryInstances];
- var length = instances.length;
- var groundInstances = new Array(length);
- var i;
- var rectangle;
- for (i = 0; i < length; ++i) {
- instance = instances[i];
- geometry = instance.geometry;
- var instanceRectangle = getRectangle(frameState, geometry);
- if (!defined(rectangle)) {
- rectangle = Rectangle.clone(instanceRectangle);
- } else if (defined(instanceRectangle)) {
- Rectangle.union(rectangle, instanceRectangle, rectangle);
- }
- var id = instance.id;
- if (defined(id) && defined(instanceRectangle)) {
- var boundingSphere = ApproximateTerrainHeights.getBoundingSphere(instanceRectangle, ellipsoid);
- this._boundingSpheresKeys.push(id);
- this._boundingSpheres.push(boundingSphere);
- }
- instanceType = geometry.constructor;
- if (!defined(instanceType) || !defined(instanceType.createShadowVolume)) {
- //>>includeStart('debug', pragmas.debug);
- throw new DeveloperError('Not all of the geometry instances have GroundPrimitive support.');
- //>>includeEnd('debug');
- }
- }
- // Now compute the min/max heights for the primitive
- setMinMaxTerrainHeights(this, rectangle, ellipsoid);
- var exaggeration = frameState.terrainExaggeration;
- this._minHeight = this._minTerrainHeight * exaggeration;
- this._maxHeight = this._maxTerrainHeight * exaggeration;
- var useFragmentCulling = GroundPrimitive._supportsMaterials(frameState.context);
- this._useFragmentCulling = useFragmentCulling;
- if (useFragmentCulling) {
- // Determine whether to add spherical or planar extent attributes for computing texture coordinates.
- // This depends on the size of the GeometryInstances.
- var attributes;
- var usePlanarExtents = true;
- for (i = 0; i < length; ++i) {
- instance = instances[i];
- geometry = instance.geometry;
- rectangle = getRectangle(frameState, geometry);
- if (ShadowVolumeAppearance.shouldUseSphericalCoordinates(rectangle)) {
- usePlanarExtents = false;
- break;
- }
- }
- for (i = 0; i < length; ++i) {
- instance = instances[i];
- geometry = instance.geometry;
- instanceType = geometry.constructor;
- var boundingRectangle = getRectangle(frameState, geometry);
- var textureCoordinateRotationPoints = geometry.textureCoordinateRotationPoints;
- var useFloatBatchTable = frameState.context.floatTextureSixPlaces;
- if (usePlanarExtents) {
- attributes = ShadowVolumeAppearance.getPlanarTextureCoordinateAttributes(boundingRectangle, textureCoordinateRotationPoints, ellipsoid, frameState.mapProjection, useFloatBatchTable, this._maxHeight);
- } else {
- attributes = ShadowVolumeAppearance.getSphericalExtentGeometryInstanceAttributes(boundingRectangle, textureCoordinateRotationPoints, ellipsoid, frameState.mapProjection, useFloatBatchTable);
- }
- var instanceAttributes = instance.attributes;
- for (var attributeKey in instanceAttributes) {
- if (instanceAttributes.hasOwnProperty(attributeKey)) {
- attributes[attributeKey] = instanceAttributes[attributeKey];
- }
- }
- groundInstances[i] = new GeometryInstance({
- geometry : instanceType.createShadowVolume(geometry, getComputeMinimumHeightFunction(this),
- getComputeMaximumHeightFunction(this)),
- attributes : attributes,
- id : instance.id
- });
- }
- } else {
- // ClassificationPrimitive will check if the colors are all the same if it detects lack of fragment culling attributes
- for (i = 0; i < length; ++i) {
- instance = instances[i];
- geometry = instance.geometry;
- instanceType = geometry.constructor;
- groundInstances[i] = new GeometryInstance({
- geometry : instanceType.createShadowVolume(geometry, getComputeMinimumHeightFunction(this),
- getComputeMaximumHeightFunction(this)),
- attributes : instance.attributes,
- id : instance.id
- });
- }
- }
- primitiveOptions.geometryInstances = groundInstances;
- primitiveOptions.appearance = this.appearance;
- primitiveOptions._createBoundingVolumeFunction = function(frameState, geometry) {
- createBoundingVolume(that, frameState, geometry);
- };
- primitiveOptions._updateAndQueueCommandsFunction = function(primitive, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses) {
- updateAndQueueCommands(that, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses);
- };
- this._primitive = new ClassificationPrimitive(primitiveOptions);
- this._primitive.readyPromise.then(function(primitive) {
- that._ready = true;
- if (that.releaseGeometryInstances) {
- that.geometryInstances = undefined;
- }
- var error = primitive._error;
- if (!defined(error)) {
- that._readyPromise.resolve(that);
- } else {
- that._readyPromise.reject(error);
- }
- });
- }
- this._primitive.appearance = this.appearance;
- this._primitive.show = this.show;
- this._primitive.debugShowShadowVolume = this.debugShowShadowVolume;
- this._primitive.debugShowBoundingVolume = this.debugShowBoundingVolume;
- this._primitive.update(frameState);
- };
- /**
- * @private
- */
- GroundPrimitive.prototype.getBoundingSphere = function(id) {
- var index = this._boundingSpheresKeys.indexOf(id);
- if (index !== -1) {
- return this._boundingSpheres[index];
- }
- return undefined;
- };
- /**
- * Returns the modifiable per-instance attributes for a {@link GeometryInstance}.
- *
- * @param {*} id The id of the {@link GeometryInstance}.
- * @returns {Object} The typed array in the attribute's format or undefined if the is no instance with id.
- *
- * @exception {DeveloperError} must call update before calling getGeometryInstanceAttributes.
- *
- * @example
- * var attributes = primitive.getGeometryInstanceAttributes('an id');
- * attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA);
- * attributes.show = Cesium.ShowGeometryInstanceAttribute.toValue(true);
- */
- GroundPrimitive.prototype.getGeometryInstanceAttributes = function(id) {
- //>>includeStart('debug', pragmas.debug);
- if (!defined(this._primitive)) {
- throw new DeveloperError('must call update before calling getGeometryInstanceAttributes');
- }
- //>>includeEnd('debug');
- return this._primitive.getGeometryInstanceAttributes(id);
- };
- /**
- * Returns true if this object was destroyed; otherwise, false.
- * <p>
- * If this object was destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
- * </p>
- *
- * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
- *
- * @see GroundPrimitive#destroy
- */
- GroundPrimitive.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.
- * <p>
- * Once an object is destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
- * assign the return value (<code>undefined</code>) to the object as done in the example.
- * </p>
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- * @example
- * e = e && e.destroy();
- *
- * @see GroundPrimitive#isDestroyed
- */
- GroundPrimitive.prototype.destroy = function() {
- this._primitive = this._primitive && this._primitive.destroy();
- return destroyObject(this);
- };
- /**
- * Exposed for testing.
- *
- * @param {Context} context Rendering context
- * @returns {Boolean} Whether or not the current context supports materials on GroundPrimitives.
- * @private
- */
- GroundPrimitive._supportsMaterials = function(context) {
- return context.depthTexture;
- };
- /**
- * Checks if the given Scene supports materials on GroundPrimitives.
- * Materials on GroundPrimitives require support for the WEBGL_depth_texture extension.
- *
- * @param {Scene} scene The current scene.
- * @returns {Boolean} Whether or not the current scene supports materials on GroundPrimitives.
- */
- GroundPrimitive.supportsMaterials = function(scene) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('scene', scene);
- //>>includeEnd('debug');
- return GroundPrimitive._supportsMaterials(scene.frameState.context);
- };
- export default GroundPrimitive;
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