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- 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.
- * <p>This is only supported in 3D and Columbus view.</p>
- *
- * @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.
- * <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 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.
- * <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
- * 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;
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