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- import BoundingSphere from '../Core/BoundingSphere.js';
- import Color from '../Core/Color.js';
- import ComponentDatatype from '../Core/ComponentDatatype.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 EncodedCartesian3 from '../Core/EncodedCartesian3.js';
- import CesiumMath from '../Core/Math.js';
- import Matrix4 from '../Core/Matrix4.js';
- import PrimitiveType from '../Core/PrimitiveType.js';
- import WebGLConstants from '../Core/WebGLConstants.js';
- import BufferUsage from '../Renderer/BufferUsage.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 VertexArrayFacade from '../Renderer/VertexArrayFacade.js';
- import PointPrimitiveCollectionFS from '../Shaders/PointPrimitiveCollectionFS.js';
- import PointPrimitiveCollectionVS from '../Shaders/PointPrimitiveCollectionVS.js';
- import BlendingState from './BlendingState.js';
- import BlendOption from './BlendOption.js';
- import PointPrimitive from './PointPrimitive.js';
- import SceneMode from './SceneMode.js';
- var SHOW_INDEX = PointPrimitive.SHOW_INDEX;
- var POSITION_INDEX = PointPrimitive.POSITION_INDEX;
- var COLOR_INDEX = PointPrimitive.COLOR_INDEX;
- var OUTLINE_COLOR_INDEX = PointPrimitive.OUTLINE_COLOR_INDEX;
- var OUTLINE_WIDTH_INDEX = PointPrimitive.OUTLINE_WIDTH_INDEX;
- var PIXEL_SIZE_INDEX = PointPrimitive.PIXEL_SIZE_INDEX;
- var SCALE_BY_DISTANCE_INDEX = PointPrimitive.SCALE_BY_DISTANCE_INDEX;
- var TRANSLUCENCY_BY_DISTANCE_INDEX = PointPrimitive.TRANSLUCENCY_BY_DISTANCE_INDEX;
- var DISTANCE_DISPLAY_CONDITION_INDEX = PointPrimitive.DISTANCE_DISPLAY_CONDITION_INDEX;
- var DISABLE_DEPTH_DISTANCE_INDEX = PointPrimitive.DISABLE_DEPTH_DISTANCE_INDEX;
- var NUMBER_OF_PROPERTIES = PointPrimitive.NUMBER_OF_PROPERTIES;
- var attributeLocations = {
- positionHighAndSize : 0,
- positionLowAndOutline : 1,
- compressedAttribute0 : 2, // color, outlineColor, pick color
- compressedAttribute1 : 3, // show, translucency by distance, some free space
- scaleByDistance : 4,
- distanceDisplayConditionAndDisableDepth : 5
- };
- /**
- * A renderable collection of points.
- * <br /><br />
- * Points are added and removed from the collection using {@link PointPrimitiveCollection#add}
- * and {@link PointPrimitiveCollection#remove}.
- *
- * @alias PointPrimitiveCollection
- * @constructor
- *
- * @param {Object} [options] Object with the following properties:
- * @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms each point from model to world coordinates.
- * @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
- * @param {BlendOption} [options.blendOption=BlendOption.OPAQUE_AND_TRANSLUCENT] The point blending option. The default
- * is used for rendering both opaque and translucent points. However, if either all of the points are completely opaque or all are completely translucent,
- * setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve performance by up to 2x.
- *
- * @performance For best performance, prefer a few collections, each with many points, to
- * many collections with only a few points each. Organize collections so that points
- * with the same update frequency are in the same collection, i.e., points that do not
- * change should be in one collection; points that change every frame should be in another
- * collection; and so on.
- *
- *
- * @example
- * // Create a pointPrimitive collection with two points
- * var points = scene.primitives.add(new Cesium.PointPrimitiveCollection());
- * points.add({
- * position : new Cesium.Cartesian3(1.0, 2.0, 3.0),
- * color : Cesium.Color.YELLOW
- * });
- * points.add({
- * position : new Cesium.Cartesian3(4.0, 5.0, 6.0),
- * color : Cesium.Color.CYAN
- * });
- *
- * @see PointPrimitiveCollection#add
- * @see PointPrimitiveCollection#remove
- * @see PointPrimitive
- */
- function PointPrimitiveCollection(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- this._sp = undefined;
- this._spTranslucent = undefined;
- this._rsOpaque = undefined;
- this._rsTranslucent = undefined;
- this._vaf = undefined;
- this._pointPrimitives = [];
- this._pointPrimitivesToUpdate = [];
- this._pointPrimitivesToUpdateIndex = 0;
- this._pointPrimitivesRemoved = false;
- this._createVertexArray = false;
- this._shaderScaleByDistance = false;
- this._compiledShaderScaleByDistance = false;
- this._shaderTranslucencyByDistance = false;
- this._compiledShaderTranslucencyByDistance = false;
- this._shaderDistanceDisplayCondition = false;
- this._compiledShaderDistanceDisplayCondition = false;
- this._shaderDisableDepthDistance = false;
- this._compiledShaderDisableDepthDistance = false;
- this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES);
- this._maxPixelSize = 1.0;
- this._baseVolume = new BoundingSphere();
- this._baseVolumeWC = new BoundingSphere();
- this._baseVolume2D = new BoundingSphere();
- this._boundingVolume = new BoundingSphere();
- this._boundingVolumeDirty = false;
- this._colorCommands = [];
- /**
- * The 4x4 transformation matrix that transforms each point in this collection from model to world coordinates.
- * When this is the identity matrix, the pointPrimitives are drawn in world coordinates, i.e., Earth's WGS84 coordinates.
- * Local reference frames can be used by providing a different transformation matrix, like that returned
- * by {@link Transforms.eastNorthUpToFixedFrame}.
- *
- * @type {Matrix4}
- * @default {@link Matrix4.IDENTITY}
- *
- *
- * @example
- * var center = Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883);
- * pointPrimitives.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center);
- * pointPrimitives.add({
- * color : Cesium.Color.ORANGE,
- * position : new Cesium.Cartesian3(0.0, 0.0, 0.0) // center
- * });
- * pointPrimitives.add({
- * color : Cesium.Color.YELLOW,
- * position : new Cesium.Cartesian3(1000000.0, 0.0, 0.0) // east
- * });
- * pointPrimitives.add({
- * color : Cesium.Color.GREEN,
- * position : new Cesium.Cartesian3(0.0, 1000000.0, 0.0) // north
- * });
- * pointPrimitives.add({
- * color : Cesium.Color.CYAN,
- * position : new Cesium.Cartesian3(0.0, 0.0, 1000000.0) // up
- * });
- *
- * @see Transforms.eastNorthUpToFixedFrame
- */
- this.modelMatrix = Matrix4.clone(defaultValue(options.modelMatrix, Matrix4.IDENTITY));
- this._modelMatrix = Matrix4.clone(Matrix4.IDENTITY);
- /**
- * 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);
- /**
- * The point blending option. The default is used for rendering both opaque and translucent points.
- * However, if either all of the points are completely opaque or all are completely translucent,
- * setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve
- * performance by up to 2x.
- * @type {BlendOption}
- * @default BlendOption.OPAQUE_AND_TRANSLUCENT
- */
- this.blendOption = defaultValue(options.blendOption, BlendOption.OPAQUE_AND_TRANSLUCENT);
- this._blendOption = undefined;
- this._mode = SceneMode.SCENE3D;
- this._maxTotalPointSize = 1;
- // The buffer usage for each attribute is determined based on the usage of the attribute over time.
- this._buffersUsage = [
- BufferUsage.STATIC_DRAW, // SHOW_INDEX
- BufferUsage.STATIC_DRAW, // POSITION_INDEX
- BufferUsage.STATIC_DRAW, // COLOR_INDEX
- BufferUsage.STATIC_DRAW, // OUTLINE_COLOR_INDEX
- BufferUsage.STATIC_DRAW, // OUTLINE_WIDTH_INDEX
- BufferUsage.STATIC_DRAW, // PIXEL_SIZE_INDEX
- BufferUsage.STATIC_DRAW, // SCALE_BY_DISTANCE_INDEX
- BufferUsage.STATIC_DRAW, // TRANSLUCENCY_BY_DISTANCE_INDEX
- BufferUsage.STATIC_DRAW // DISTANCE_DISPLAY_CONDITION_INDEX
- ];
- var that = this;
- this._uniforms = {
- u_maxTotalPointSize : function() {
- return that._maxTotalPointSize;
- }
- };
- }
- defineProperties(PointPrimitiveCollection.prototype, {
- /**
- * Returns the number of points in this collection. This is commonly used with
- * {@link PointPrimitiveCollection#get} to iterate over all the points
- * in the collection.
- * @memberof PointPrimitiveCollection.prototype
- * @type {Number}
- */
- length : {
- get : function() {
- removePointPrimitives(this);
- return this._pointPrimitives.length;
- }
- }
- });
- function destroyPointPrimitives(pointPrimitives) {
- var length = pointPrimitives.length;
- for (var i = 0; i < length; ++i) {
- if (pointPrimitives[i]) {
- pointPrimitives[i]._destroy();
- }
- }
- }
- /**
- * Creates and adds a point with the specified initial properties to the collection.
- * The added point is returned so it can be modified or removed from the collection later.
- *
- * @param {Object}[options] A template describing the point's properties as shown in Example 1.
- * @returns {PointPrimitive} The point that was added to the collection.
- *
- * @performance Calling <code>add</code> is expected constant time. However, the collection's vertex buffer
- * is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
- * best performance, add as many pointPrimitives as possible before calling <code>update</code>.
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- *
- * @example
- * // Example 1: Add a point, specifying all the default values.
- * var p = pointPrimitives.add({
- * show : true,
- * position : Cesium.Cartesian3.ZERO,
- * pixelSize : 10.0,
- * color : Cesium.Color.WHITE,
- * outlineColor : Cesium.Color.TRANSPARENT,
- * outlineWidth : 0.0,
- * id : undefined
- * });
- *
- * @example
- * // Example 2: Specify only the point's cartographic position.
- * var p = pointPrimitives.add({
- * position : Cesium.Cartesian3.fromDegrees(longitude, latitude, height)
- * });
- *
- * @see PointPrimitiveCollection#remove
- * @see PointPrimitiveCollection#removeAll
- */
- PointPrimitiveCollection.prototype.add = function(options) {
- var p = new PointPrimitive(options, this);
- p._index = this._pointPrimitives.length;
- this._pointPrimitives.push(p);
- this._createVertexArray = true;
- return p;
- };
- /**
- * Removes a point from the collection.
- *
- * @param {PointPrimitive} pointPrimitive The point to remove.
- * @returns {Boolean} <code>true</code> if the point was removed; <code>false</code> if the point was not found in the collection.
- *
- * @performance Calling <code>remove</code> is expected constant time. However, the collection's vertex buffer
- * is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
- * best performance, remove as many points as possible before calling <code>update</code>.
- * If you intend to temporarily hide a point, it is usually more efficient to call
- * {@link PointPrimitive#show} instead of removing and re-adding the point.
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- *
- * @example
- * var p = pointPrimitives.add(...);
- * pointPrimitives.remove(p); // Returns true
- *
- * @see PointPrimitiveCollection#add
- * @see PointPrimitiveCollection#removeAll
- * @see PointPrimitive#show
- */
- PointPrimitiveCollection.prototype.remove = function(pointPrimitive) {
- if (this.contains(pointPrimitive)) {
- this._pointPrimitives[pointPrimitive._index] = null; // Removed later
- this._pointPrimitivesRemoved = true;
- this._createVertexArray = true;
- pointPrimitive._destroy();
- return true;
- }
- return false;
- };
- /**
- * Removes all points from the collection.
- *
- * @performance <code>O(n)</code>. It is more efficient to remove all the points
- * from a collection and then add new ones than to create a new collection entirely.
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- *
- * @example
- * pointPrimitives.add(...);
- * pointPrimitives.add(...);
- * pointPrimitives.removeAll();
- *
- * @see PointPrimitiveCollection#add
- * @see PointPrimitiveCollection#remove
- */
- PointPrimitiveCollection.prototype.removeAll = function() {
- destroyPointPrimitives(this._pointPrimitives);
- this._pointPrimitives = [];
- this._pointPrimitivesToUpdate = [];
- this._pointPrimitivesToUpdateIndex = 0;
- this._pointPrimitivesRemoved = false;
- this._createVertexArray = true;
- };
- function removePointPrimitives(pointPrimitiveCollection) {
- if (pointPrimitiveCollection._pointPrimitivesRemoved) {
- pointPrimitiveCollection._pointPrimitivesRemoved = false;
- var newPointPrimitives = [];
- var pointPrimitives = pointPrimitiveCollection._pointPrimitives;
- var length = pointPrimitives.length;
- for (var i = 0, j = 0; i < length; ++i) {
- var pointPrimitive = pointPrimitives[i];
- if (pointPrimitive) {
- pointPrimitive._index = j++;
- newPointPrimitives.push(pointPrimitive);
- }
- }
- pointPrimitiveCollection._pointPrimitives = newPointPrimitives;
- }
- }
- PointPrimitiveCollection.prototype._updatePointPrimitive = function(pointPrimitive, propertyChanged) {
- if (!pointPrimitive._dirty) {
- this._pointPrimitivesToUpdate[this._pointPrimitivesToUpdateIndex++] = pointPrimitive;
- }
- ++this._propertiesChanged[propertyChanged];
- };
- /**
- * Check whether this collection contains a given point.
- *
- * @param {PointPrimitive} [pointPrimitive] The point to check for.
- * @returns {Boolean} true if this collection contains the point, false otherwise.
- *
- * @see PointPrimitiveCollection#get
- */
- PointPrimitiveCollection.prototype.contains = function(pointPrimitive) {
- return defined(pointPrimitive) && pointPrimitive._pointPrimitiveCollection === this;
- };
- /**
- * Returns the point in the collection at the specified index. Indices are zero-based
- * and increase as points are added. Removing a point shifts all points after
- * it to the left, changing their indices. This function is commonly used with
- * {@link PointPrimitiveCollection#length} to iterate over all the points
- * in the collection.
- *
- * @param {Number} index The zero-based index of the point.
- * @returns {PointPrimitive} The point at the specified index.
- *
- * @performance Expected constant time. If points were removed from the collection and
- * {@link PointPrimitiveCollection#update} was not called, an implicit <code>O(n)</code>
- * operation is performed.
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- *
- * @example
- * // Toggle the show property of every point in the collection
- * var len = pointPrimitives.length;
- * for (var i = 0; i < len; ++i) {
- * var p = pointPrimitives.get(i);
- * p.show = !p.show;
- * }
- *
- * @see PointPrimitiveCollection#length
- */
- PointPrimitiveCollection.prototype.get = function(index) {
- //>>includeStart('debug', pragmas.debug);
- if (!defined(index)) {
- throw new DeveloperError('index is required.');
- }
- //>>includeEnd('debug');
- removePointPrimitives(this);
- return this._pointPrimitives[index];
- };
- PointPrimitiveCollection.prototype.computeNewBuffersUsage = function() {
- var buffersUsage = this._buffersUsage;
- var usageChanged = false;
- var properties = this._propertiesChanged;
- for ( var k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
- var newUsage = (properties[k] === 0) ? BufferUsage.STATIC_DRAW : BufferUsage.STREAM_DRAW;
- usageChanged = usageChanged || (buffersUsage[k] !== newUsage);
- buffersUsage[k] = newUsage;
- }
- return usageChanged;
- };
- function createVAF(context, numberOfPointPrimitives, buffersUsage) {
- return new VertexArrayFacade(context, [{
- index : attributeLocations.positionHighAndSize,
- componentsPerAttribute : 4,
- componentDatatype : ComponentDatatype.FLOAT,
- usage : buffersUsage[POSITION_INDEX]
- }, {
- index : attributeLocations.positionLowAndShow,
- componentsPerAttribute : 4,
- componentDatatype : ComponentDatatype.FLOAT,
- usage : buffersUsage[POSITION_INDEX]
- }, {
- index : attributeLocations.compressedAttribute0,
- componentsPerAttribute : 4,
- componentDatatype : ComponentDatatype.FLOAT,
- usage : buffersUsage[COLOR_INDEX]
- }, {
- index : attributeLocations.compressedAttribute1,
- componentsPerAttribute : 4,
- componentDatatype : ComponentDatatype.FLOAT,
- usage : buffersUsage[TRANSLUCENCY_BY_DISTANCE_INDEX]
- }, {
- index : attributeLocations.scaleByDistance,
- componentsPerAttribute : 4,
- componentDatatype : ComponentDatatype.FLOAT,
- usage : buffersUsage[SCALE_BY_DISTANCE_INDEX]
- }, {
- index : attributeLocations.distanceDisplayConditionAndDisableDepth,
- componentsPerAttribute : 3,
- componentDatatype : ComponentDatatype.FLOAT,
- usage : buffersUsage[DISTANCE_DISPLAY_CONDITION_INDEX]
- }], numberOfPointPrimitives); // 1 vertex per pointPrimitive
- }
- ///////////////////////////////////////////////////////////////////////////
- // PERFORMANCE_IDEA: Save memory if a property is the same for all pointPrimitives, use a latched attribute state,
- // instead of storing it in a vertex buffer.
- var writePositionScratch = new EncodedCartesian3();
- function writePositionSizeAndOutline(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
- var i = pointPrimitive._index;
- var position = pointPrimitive._getActualPosition();
- if (pointPrimitiveCollection._mode === SceneMode.SCENE3D) {
- BoundingSphere.expand(pointPrimitiveCollection._baseVolume, position, pointPrimitiveCollection._baseVolume);
- pointPrimitiveCollection._boundingVolumeDirty = true;
- }
- EncodedCartesian3.fromCartesian(position, writePositionScratch);
- var pixelSize = pointPrimitive.pixelSize;
- var outlineWidth = pointPrimitive.outlineWidth;
- pointPrimitiveCollection._maxPixelSize = Math.max(pointPrimitiveCollection._maxPixelSize, pixelSize + outlineWidth);
- var positionHighWriter = vafWriters[attributeLocations.positionHighAndSize];
- var high = writePositionScratch.high;
- positionHighWriter(i, high.x, high.y, high.z, pixelSize);
- var positionLowWriter = vafWriters[attributeLocations.positionLowAndOutline];
- var low = writePositionScratch.low;
- positionLowWriter(i, low.x, low.y, low.z, outlineWidth);
- }
- var LEFT_SHIFT16 = 65536.0; // 2^16
- var LEFT_SHIFT8 = 256.0; // 2^8
- function writeCompressedAttrib0(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
- var i = pointPrimitive._index;
- var color = pointPrimitive.color;
- var pickColor = pointPrimitive.getPickId(context).color;
- var outlineColor = pointPrimitive.outlineColor;
- var red = Color.floatToByte(color.red);
- var green = Color.floatToByte(color.green);
- var blue = Color.floatToByte(color.blue);
- var compressed0 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
- red = Color.floatToByte(outlineColor.red);
- green = Color.floatToByte(outlineColor.green);
- blue = Color.floatToByte(outlineColor.blue);
- var compressed1 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
- red = Color.floatToByte(pickColor.red);
- green = Color.floatToByte(pickColor.green);
- blue = Color.floatToByte(pickColor.blue);
- var compressed2 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
- var compressed3 =
- Color.floatToByte(color.alpha) * LEFT_SHIFT16 +
- Color.floatToByte(outlineColor.alpha) * LEFT_SHIFT8 +
- Color.floatToByte(pickColor.alpha);
- var writer = vafWriters[attributeLocations.compressedAttribute0];
- writer(i, compressed0, compressed1, compressed2, compressed3);
- }
- function writeCompressedAttrib1(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
- var i = pointPrimitive._index;
- var near = 0.0;
- var nearValue = 1.0;
- var far = 1.0;
- var farValue = 1.0;
- var translucency = pointPrimitive.translucencyByDistance;
- if (defined(translucency)) {
- near = translucency.near;
- nearValue = translucency.nearValue;
- far = translucency.far;
- farValue = translucency.farValue;
- if (nearValue !== 1.0 || farValue !== 1.0) {
- // translucency by distance calculation in shader need not be enabled
- // until a pointPrimitive with near and far !== 1.0 is found
- pointPrimitiveCollection._shaderTranslucencyByDistance = true;
- }
- }
- var show = pointPrimitive.show && pointPrimitive.clusterShow;
- // If the color alphas are zero, do not show this pointPrimitive. This lets us avoid providing
- // color during the pick pass and also eliminates a discard in the fragment shader.
- if (pointPrimitive.color.alpha === 0.0 && pointPrimitive.outlineColor.alpha === 0.0) {
- show = false;
- }
- nearValue = CesiumMath.clamp(nearValue, 0.0, 1.0);
- nearValue = nearValue === 1.0 ? 255.0 : (nearValue * 255.0) | 0;
- var compressed0 = (show ? 1.0 : 0.0) * LEFT_SHIFT8 + nearValue;
- farValue = CesiumMath.clamp(farValue, 0.0, 1.0);
- farValue = farValue === 1.0 ? 255.0 : (farValue * 255.0) | 0;
- var compressed1 = farValue;
- var writer = vafWriters[attributeLocations.compressedAttribute1];
- writer(i, compressed0, compressed1, near, far);
- }
- function writeScaleByDistance(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
- var i = pointPrimitive._index;
- var writer = vafWriters[attributeLocations.scaleByDistance];
- var near = 0.0;
- var nearValue = 1.0;
- var far = 1.0;
- var farValue = 1.0;
- var scale = pointPrimitive.scaleByDistance;
- if (defined(scale)) {
- near = scale.near;
- nearValue = scale.nearValue;
- far = scale.far;
- farValue = scale.farValue;
- if (nearValue !== 1.0 || farValue !== 1.0) {
- // scale by distance calculation in shader need not be enabled
- // until a pointPrimitive with near and far !== 1.0 is found
- pointPrimitiveCollection._shaderScaleByDistance = true;
- }
- }
- writer(i, near, nearValue, far, farValue);
- }
- function writeDistanceDisplayConditionAndDepthDisable(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
- var i = pointPrimitive._index;
- var writer = vafWriters[attributeLocations.distanceDisplayConditionAndDisableDepth];
- var near = 0.0;
- var far = Number.MAX_VALUE;
- var distanceDisplayCondition = pointPrimitive.distanceDisplayCondition;
- if (defined(distanceDisplayCondition)) {
- near = distanceDisplayCondition.near;
- far = distanceDisplayCondition.far;
- near *= near;
- far *= far;
- pointPrimitiveCollection._shaderDistanceDisplayCondition = true;
- }
- var disableDepthTestDistance = pointPrimitive.disableDepthTestDistance;
- disableDepthTestDistance *= disableDepthTestDistance;
- if (disableDepthTestDistance > 0.0) {
- pointPrimitiveCollection._shaderDisableDepthDistance = true;
- if (disableDepthTestDistance === Number.POSITIVE_INFINITY) {
- disableDepthTestDistance = -1.0;
- }
- }
- writer(i, near, far, disableDepthTestDistance);
- }
- function writePointPrimitive(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
- writePositionSizeAndOutline(pointPrimitiveCollection, context, vafWriters, pointPrimitive);
- writeCompressedAttrib0(pointPrimitiveCollection, context, vafWriters, pointPrimitive);
- writeCompressedAttrib1(pointPrimitiveCollection, context, vafWriters, pointPrimitive);
- writeScaleByDistance(pointPrimitiveCollection, context, vafWriters, pointPrimitive);
- writeDistanceDisplayConditionAndDepthDisable(pointPrimitiveCollection, context, vafWriters, pointPrimitive);
- }
- function recomputeActualPositions(pointPrimitiveCollection, pointPrimitives, length, frameState, modelMatrix, recomputeBoundingVolume) {
- var boundingVolume;
- if (frameState.mode === SceneMode.SCENE3D) {
- boundingVolume = pointPrimitiveCollection._baseVolume;
- pointPrimitiveCollection._boundingVolumeDirty = true;
- } else {
- boundingVolume = pointPrimitiveCollection._baseVolume2D;
- }
- var positions = [];
- for ( var i = 0; i < length; ++i) {
- var pointPrimitive = pointPrimitives[i];
- var position = pointPrimitive.position;
- var actualPosition = PointPrimitive._computeActualPosition(position, frameState, modelMatrix);
- if (defined(actualPosition)) {
- pointPrimitive._setActualPosition(actualPosition);
- if (recomputeBoundingVolume) {
- positions.push(actualPosition);
- } else {
- BoundingSphere.expand(boundingVolume, actualPosition, boundingVolume);
- }
- }
- }
- if (recomputeBoundingVolume) {
- BoundingSphere.fromPoints(positions, boundingVolume);
- }
- }
- function updateMode(pointPrimitiveCollection, frameState) {
- var mode = frameState.mode;
- var pointPrimitives = pointPrimitiveCollection._pointPrimitives;
- var pointPrimitivesToUpdate = pointPrimitiveCollection._pointPrimitivesToUpdate;
- var modelMatrix = pointPrimitiveCollection._modelMatrix;
- if (pointPrimitiveCollection._createVertexArray ||
- pointPrimitiveCollection._mode !== mode ||
- mode !== SceneMode.SCENE3D &&
- !Matrix4.equals(modelMatrix, pointPrimitiveCollection.modelMatrix)) {
- pointPrimitiveCollection._mode = mode;
- Matrix4.clone(pointPrimitiveCollection.modelMatrix, modelMatrix);
- pointPrimitiveCollection._createVertexArray = true;
- if (mode === SceneMode.SCENE3D || mode === SceneMode.SCENE2D || mode === SceneMode.COLUMBUS_VIEW) {
- recomputeActualPositions(pointPrimitiveCollection, pointPrimitives, pointPrimitives.length, frameState, modelMatrix, true);
- }
- } else if (mode === SceneMode.MORPHING) {
- recomputeActualPositions(pointPrimitiveCollection, pointPrimitives, pointPrimitives.length, frameState, modelMatrix, true);
- } else if (mode === SceneMode.SCENE2D || mode === SceneMode.COLUMBUS_VIEW) {
- recomputeActualPositions(pointPrimitiveCollection, pointPrimitivesToUpdate, pointPrimitiveCollection._pointPrimitivesToUpdateIndex, frameState, modelMatrix, false);
- }
- }
- function updateBoundingVolume(collection, frameState, boundingVolume) {
- var pixelSize = frameState.camera.getPixelSize(boundingVolume, frameState.context.drawingBufferWidth, frameState.context.drawingBufferHeight);
- var size = pixelSize * collection._maxPixelSize;
- boundingVolume.radius += size;
- }
- var scratchWriterArray = [];
- /**
- * @private
- */
- PointPrimitiveCollection.prototype.update = function(frameState) {
- removePointPrimitives(this);
- this._maxTotalPointSize = ContextLimits.maximumAliasedPointSize;
- updateMode(this, frameState);
- var pointPrimitives = this._pointPrimitives;
- var pointPrimitivesLength = pointPrimitives.length;
- var pointPrimitivesToUpdate = this._pointPrimitivesToUpdate;
- var pointPrimitivesToUpdateLength = this._pointPrimitivesToUpdateIndex;
- var properties = this._propertiesChanged;
- var createVertexArray = this._createVertexArray;
- var vafWriters;
- var context = frameState.context;
- var pass = frameState.passes;
- var picking = pass.pick;
- // PERFORMANCE_IDEA: Round robin multiple buffers.
- if (createVertexArray || (!picking && this.computeNewBuffersUsage())) {
- this._createVertexArray = false;
- for (var k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
- properties[k] = 0;
- }
- this._vaf = this._vaf && this._vaf.destroy();
- if (pointPrimitivesLength > 0) {
- // PERFORMANCE_IDEA: Instead of creating a new one, resize like std::vector.
- this._vaf = createVAF(context, pointPrimitivesLength, this._buffersUsage);
- vafWriters = this._vaf.writers;
- // Rewrite entire buffer if pointPrimitives were added or removed.
- for (var i = 0; i < pointPrimitivesLength; ++i) {
- var pointPrimitive = this._pointPrimitives[i];
- pointPrimitive._dirty = false; // In case it needed an update.
- writePointPrimitive(this, context, vafWriters, pointPrimitive);
- }
- this._vaf.commit();
- }
- this._pointPrimitivesToUpdateIndex = 0;
- } else if (pointPrimitivesToUpdateLength > 0) {
- // PointPrimitives were modified, but none were added or removed.
- var writers = scratchWriterArray;
- writers.length = 0;
- if (properties[POSITION_INDEX] || properties[OUTLINE_WIDTH_INDEX] || properties[PIXEL_SIZE_INDEX]) {
- writers.push(writePositionSizeAndOutline);
- }
- if (properties[COLOR_INDEX] || properties[OUTLINE_COLOR_INDEX]) {
- writers.push(writeCompressedAttrib0);
- }
- if (properties[SHOW_INDEX] || properties[TRANSLUCENCY_BY_DISTANCE_INDEX]) {
- writers.push(writeCompressedAttrib1);
- }
- if (properties[SCALE_BY_DISTANCE_INDEX]) {
- writers.push(writeScaleByDistance);
- }
- if (properties[DISTANCE_DISPLAY_CONDITION_INDEX] || properties[DISABLE_DEPTH_DISTANCE_INDEX]) {
- writers.push(writeDistanceDisplayConditionAndDepthDisable);
- }
- var numWriters = writers.length;
- vafWriters = this._vaf.writers;
- if ((pointPrimitivesToUpdateLength / pointPrimitivesLength) > 0.1) {
- // If more than 10% of pointPrimitive change, rewrite the entire buffer.
- // PERFORMANCE_IDEA: I totally made up 10% :).
- for (var m = 0; m < pointPrimitivesToUpdateLength; ++m) {
- var b = pointPrimitivesToUpdate[m];
- b._dirty = false;
- for ( var n = 0; n < numWriters; ++n) {
- writers[n](this, context, vafWriters, b);
- }
- }
- this._vaf.commit();
- } else {
- for (var h = 0; h < pointPrimitivesToUpdateLength; ++h) {
- var bb = pointPrimitivesToUpdate[h];
- bb._dirty = false;
- for ( var o = 0; o < numWriters; ++o) {
- writers[o](this, context, vafWriters, bb);
- }
- this._vaf.subCommit(bb._index, 1);
- }
- this._vaf.endSubCommits();
- }
- this._pointPrimitivesToUpdateIndex = 0;
- }
- // If the number of total pointPrimitives ever shrinks considerably
- // Truncate pointPrimitivesToUpdate so that we free memory that we're
- // not going to be using.
- if (pointPrimitivesToUpdateLength > pointPrimitivesLength * 1.5) {
- pointPrimitivesToUpdate.length = pointPrimitivesLength;
- }
- if (!defined(this._vaf) || !defined(this._vaf.va)) {
- return;
- }
- if (this._boundingVolumeDirty) {
- this._boundingVolumeDirty = false;
- BoundingSphere.transform(this._baseVolume, this.modelMatrix, this._baseVolumeWC);
- }
- var boundingVolume;
- var modelMatrix = Matrix4.IDENTITY;
- if (frameState.mode === SceneMode.SCENE3D) {
- modelMatrix = this.modelMatrix;
- boundingVolume = BoundingSphere.clone(this._baseVolumeWC, this._boundingVolume);
- } else {
- boundingVolume = BoundingSphere.clone(this._baseVolume2D, this._boundingVolume);
- }
- updateBoundingVolume(this, frameState, boundingVolume);
- var blendOptionChanged = this._blendOption !== this.blendOption;
- this._blendOption = this.blendOption;
- if (blendOptionChanged) {
- if (this._blendOption === BlendOption.OPAQUE || this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) {
- this._rsOpaque = RenderState.fromCache({
- depthTest : {
- enabled : true,
- func : WebGLConstants.LEQUAL
- },
- depthMask : true
- });
- } else {
- this._rsOpaque = undefined;
- }
- if (this._blendOption === BlendOption.TRANSLUCENT || this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) {
- this._rsTranslucent = RenderState.fromCache({
- depthTest : {
- enabled : true,
- func : WebGLConstants.LEQUAL
- },
- depthMask : false,
- blending : BlendingState.ALPHA_BLEND
- });
- } else {
- this._rsTranslucent = undefined;
- }
- }
- this._shaderDisableDepthDistance = this._shaderDisableDepthDistance || frameState.minimumDisableDepthTestDistance !== 0.0;
- var vs;
- var fs;
- if (blendOptionChanged ||
- (this._shaderScaleByDistance && !this._compiledShaderScaleByDistance) ||
- (this._shaderTranslucencyByDistance && !this._compiledShaderTranslucencyByDistance) ||
- (this._shaderDistanceDisplayCondition && !this._compiledShaderDistanceDisplayCondition) ||
- (this._shaderDisableDepthDistance !== this._compiledShaderDisableDepthDistance)) {
- vs = new ShaderSource({
- sources : [PointPrimitiveCollectionVS]
- });
- if (this._shaderScaleByDistance) {
- vs.defines.push('EYE_DISTANCE_SCALING');
- }
- if (this._shaderTranslucencyByDistance) {
- vs.defines.push('EYE_DISTANCE_TRANSLUCENCY');
- }
- if (this._shaderDistanceDisplayCondition) {
- vs.defines.push('DISTANCE_DISPLAY_CONDITION');
- }
- if (this._shaderDisableDepthDistance) {
- vs.defines.push('DISABLE_DEPTH_DISTANCE');
- }
- if (this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) {
- fs = new ShaderSource({
- defines : ['OPAQUE'],
- sources : [PointPrimitiveCollectionFS]
- });
- this._sp = ShaderProgram.replaceCache({
- context : context,
- shaderProgram : this._sp,
- vertexShaderSource : vs,
- fragmentShaderSource : fs,
- attributeLocations : attributeLocations
- });
- fs = new ShaderSource({
- defines : ['TRANSLUCENT'],
- sources : [PointPrimitiveCollectionFS]
- });
- this._spTranslucent = ShaderProgram.replaceCache({
- context : context,
- shaderProgram : this._spTranslucent,
- vertexShaderSource : vs,
- fragmentShaderSource : fs,
- attributeLocations : attributeLocations
- });
- }
- if (this._blendOption === BlendOption.OPAQUE) {
- fs = new ShaderSource({
- sources : [PointPrimitiveCollectionFS]
- });
- this._sp = ShaderProgram.replaceCache({
- context : context,
- shaderProgram : this._sp,
- vertexShaderSource : vs,
- fragmentShaderSource : fs,
- attributeLocations : attributeLocations
- });
- }
- if (this._blendOption === BlendOption.TRANSLUCENT) {
- fs = new ShaderSource({
- sources : [PointPrimitiveCollectionFS]
- });
- this._spTranslucent = ShaderProgram.replaceCache({
- context : context,
- shaderProgram : this._spTranslucent,
- vertexShaderSource : vs,
- fragmentShaderSource : fs,
- attributeLocations : attributeLocations
- });
- }
- this._compiledShaderScaleByDistance = this._shaderScaleByDistance;
- this._compiledShaderTranslucencyByDistance = this._shaderTranslucencyByDistance;
- this._compiledShaderDistanceDisplayCondition = this._shaderDistanceDisplayCondition;
- this._compiledShaderDisableDepthDistance = this._shaderDisableDepthDistance;
- }
- var va;
- var vaLength;
- var command;
- var j;
- var commandList = frameState.commandList;
- if (pass.render || picking) {
- var colorList = this._colorCommands;
- var opaque = this._blendOption === BlendOption.OPAQUE;
- var opaqueAndTranslucent = this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT;
- va = this._vaf.va;
- vaLength = va.length;
- colorList.length = vaLength;
- var totalLength = opaqueAndTranslucent ? vaLength * 2 : vaLength;
- for (j = 0; j < totalLength; ++j) {
- var opaqueCommand = opaque || (opaqueAndTranslucent && j % 2 === 0);
- command = colorList[j];
- if (!defined(command)) {
- command = colorList[j] = new DrawCommand();
- }
- command.primitiveType = PrimitiveType.POINTS;
- command.pass = opaqueCommand || !opaqueAndTranslucent ? Pass.OPAQUE : Pass.TRANSLUCENT;
- command.owner = this;
- var index = opaqueAndTranslucent ? Math.floor(j / 2.0) : j;
- command.boundingVolume = boundingVolume;
- command.modelMatrix = modelMatrix;
- command.shaderProgram = opaqueCommand ? this._sp : this._spTranslucent;
- command.uniformMap = this._uniforms;
- command.vertexArray = va[index].va;
- command.renderState = opaqueCommand ? this._rsOpaque : this._rsTranslucent;
- command.debugShowBoundingVolume = this.debugShowBoundingVolume;
- command.pickId = 'v_pickColor';
- commandList.push(command);
- }
- }
- };
- /**
- * Returns true if this object was destroyed; otherwise, false.
- * <br /><br />
- * 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.
- *
- * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
- *
- * @see PointPrimitiveCollection#destroy
- */
- PointPrimitiveCollection.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.
- * <br /><br />
- * 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.
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- *
- * @example
- * pointPrimitives = pointPrimitives && pointPrimitives.destroy();
- *
- * @see PointPrimitiveCollection#isDestroyed
- */
- PointPrimitiveCollection.prototype.destroy = function() {
- this._sp = this._sp && this._sp.destroy();
- this._spTranslucent = this._spTranslucent && this._spTranslucent.destroy();
- this._spPick = this._spPick && this._spPick.destroy();
- this._vaf = this._vaf && this._vaf.destroy();
- destroyPointPrimitives(this._pointPrimitives);
- return destroyObject(this);
- };
- export default PointPrimitiveCollection;
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