import Check from "../Core/Check.js";
import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import GltfLoaderUtil from "./GltfLoaderUtil.js";
import MetadataType from "./MetadataType.js";
import MetadataComponentType from "./MetadataComponentType.js";
/**
* A property in a property texture.
*
*
* See the {@link https://github.com/CesiumGS/glTF/tree/3d-tiles-next/extensions/2.0/Vendor/EXT_structural_metadata|EXT_structural_metadata Extension} as well as the
* previous {@link https://github.com/CesiumGS/glTF/tree/3d-tiles-next/extensions/2.0/Vendor/EXT_feature_metadata|EXT_feature_metadata Extension} for glTF.
*
*
* @param {object} options Object with the following properties:
* @param {object} options.property The property JSON object.
* @param {MetadataClassProperty} options.classProperty The class property.
* @param {Object} options.textures An object mapping texture IDs to {@link Texture} objects.
*
* @alias PropertyTextureProperty
* @constructor
*
* @private
* @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.
*/
function PropertyTextureProperty(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
const property = options.property;
const classProperty = options.classProperty;
const textures = options.textures;
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("options.property", property);
Check.typeOf.object("options.classProperty", classProperty);
Check.typeOf.object("options.textures", textures);
//>>includeEnd('debug');
// in EXT_structural_metadata, the property is a valid glTF textureInfo
const channels = defined(property.channels) ? property.channels : [0];
const textureInfo = property;
const textureReader = GltfLoaderUtil.createModelTextureReader({
textureInfo: textureInfo,
channels: reformatChannels(channels),
texture: textures[textureInfo.index],
});
this._min = property.min;
this._max = property.max;
let offset = property.offset;
let scale = property.scale;
// This needs to be set before handling default values
const hasValueTransform =
classProperty.hasValueTransform || defined(offset) || defined(scale);
// If the property attribute does not define an offset/scale, it inherits from
// the class property. The class property handles setting the default of
// identity: (offset 0, scale 1) with the same scalar/vector/matrix types.
// array types are disallowed by the spec.
offset = defaultValue(offset, classProperty.offset);
scale = defaultValue(scale, classProperty.scale);
// offset and scale are applied on the GPU, so unpack the values
// as math types we can use in uniform callbacks.
offset = classProperty.unpackVectorAndMatrixTypes(offset);
scale = classProperty.unpackVectorAndMatrixTypes(scale);
this._offset = offset;
this._scale = scale;
this._hasValueTransform = hasValueTransform;
this._textureReader = textureReader;
this._classProperty = classProperty;
this._extras = property.extras;
this._extensions = property.extensions;
}
Object.defineProperties(PropertyTextureProperty.prototype, {
/**
* The texture reader.
*
* @memberof PropertyTextureProperty.prototype
* @type {ModelComponents.TextureReader}
* @readonly
* @private
*/
textureReader: {
get: function () {
return this._textureReader;
},
},
/**
* True if offset/scale should be applied. If both offset/scale were
* undefined, they default to identity so this property is set false
*
* @memberof PropertyTextureProperty.prototype
* @type {boolean}
* @readonly
* @private
*/
hasValueTransform: {
get: function () {
return this._hasValueTransform;
},
},
/**
* The offset to be added to property values as part of the value transform.
*
* @memberof PropertyTextureProperty.prototype
* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @readonly
* @private
*/
offset: {
get: function () {
return this._offset;
},
},
/**
* The scale to be multiplied to property values as part of the value transform.
*
* @memberof PropertyTextureProperty.prototype
* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @readonly
* @private
*/
scale: {
get: function () {
return this._scale;
},
},
/**
* The properties inherited from this property's class
*
* @memberof PropertyTextureProperty.prototype
* @type {MetadataClassProperty}
* @readonly
* @private
*/
classProperty: {
get: function () {
return this._classProperty;
},
},
/**
* Extra user-defined properties.
*
* @memberof PropertyTextureProperty.prototype
* @type {*}
* @readonly
* @private
*/
extras: {
get: function () {
return this._extras;
},
},
/**
* An object containing extensions.
*
* @memberof PropertyTextureProperty.prototype
* @type {*}
* @readonly
* @private
*/
extensions: {
get: function () {
return this._extensions;
},
},
});
PropertyTextureProperty.prototype.isGpuCompatible = function () {
const classProperty = this._classProperty;
const type = classProperty.type;
const componentType = classProperty.componentType;
if (classProperty.isArray) {
// only support arrays of 1-4 UINT8 scalars (normalized or unnormalized)
return (
!classProperty.isVariableLengthArray &&
classProperty.arrayLength <= 4 &&
type === MetadataType.SCALAR &&
componentType === MetadataComponentType.UINT8
);
}
if (MetadataType.isVectorType(type) || type === MetadataType.SCALAR) {
return componentType === MetadataComponentType.UINT8;
}
// For this initial implementation, only UINT8-based properties
// are supported.
return false;
};
const floatTypesByComponentCount = [undefined, "float", "vec2", "vec3", "vec4"];
const integerTypesByComponentCount = [
undefined,
"int",
"ivec2",
"ivec3",
"ivec4",
];
PropertyTextureProperty.prototype.getGlslType = function () {
const classProperty = this._classProperty;
let componentCount = MetadataType.getComponentCount(classProperty.type);
if (classProperty.isArray) {
// fixed-sized arrays of length 2-4 UINT8s are represented as vectors as the
// shader since those are more useful in GLSL.
componentCount = classProperty.arrayLength;
}
// Normalized UINT8 properties are float types in the shader
if (classProperty.normalized) {
return floatTypesByComponentCount[componentCount];
}
// other UINT8-based properties are represented as integer types.
return integerTypesByComponentCount[componentCount];
};
PropertyTextureProperty.prototype.unpackInShader = function (packedValueGlsl) {
const classProperty = this._classProperty;
// no unpacking needed if for normalized types
if (classProperty.normalized) {
return packedValueGlsl;
}
// integer types are read from the texture as normalized float values.
// these need to be rescaled to [0, 255] and cast to the appropriate integer
// type.
const glslType = this.getGlslType();
return `${glslType}(255.0 * ${packedValueGlsl})`;
};
/**
* Reformat from an array of channel indices like [0, 1]
to a
* string of channels as would be used in GLSL swizzling (e.g. "rg")
*
* @param {number[]} channels the channel indices
* @return {string} The channels as a string of "r", "g", "b" or "a" characters.
* @private
*/
function reformatChannels(channels) {
return channels
.map(function (channelIndex) {
return "rgba".charAt(channelIndex);
})
.join("");
}
export default PropertyTextureProperty;