import ColorGeometryInstanceAttribute from "../Core/ColorGeometryInstanceAttribute.js"; import combine from "../Core/combine.js"; import defaultValue from "../Core/defaultValue.js"; import defer from "../Core/defer.js"; import defined from "../Core/defined.js"; import destroyObject from "../Core/destroyObject.js"; import DeveloperError from "../Core/DeveloperError.js"; import GeometryInstance from "../Core/GeometryInstance.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 ShadowVolumeAppearanceVS from "../Shaders/ShadowVolumeAppearanceVS.js"; import ShadowVolumeFS from "../Shaders/ShadowVolumeFS.js"; import BlendingState from "./BlendingState.js"; import ClassificationType from "./ClassificationType.js"; import DepthFunction from "./DepthFunction.js"; import PerInstanceColorAppearance from "./PerInstanceColorAppearance.js"; import Primitive from "./Primitive.js"; import SceneMode from "./SceneMode.js"; import ShadowVolumeAppearance from "./ShadowVolumeAppearance.js"; import StencilConstants from "./StencilConstants.js"; import StencilFunction from "./StencilFunction.js"; import StencilOperation from "./StencilOperation.js"; /** * A classification primitive represents a volume enclosing geometry in the {@link Scene} to be highlighted. *
* 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. * Only {@link PerInstanceColorAppearance} with the same color across all instances is supported at this time when using * ClassificationPrimitive directly. * For full {@link Appearance} support when classifying terrain or 3D Tiles use {@link GroundPrimitive} instead. *
** 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. *
** Valid geometries are {@link BoxGeometry}, {@link CylinderGeometry}, {@link EllipsoidGeometry}, {@link PolylineVolumeGeometry}, and {@link SphereGeometry}. *
** Geometries that follow the surface of the ellipsoid, such as {@link CircleGeometry}, {@link CorridorGeometry}, {@link EllipseGeometry}, {@link PolygonGeometry}, and {@link RectangleGeometry}, * are also valid if they are extruded volumes; otherwise, they will not be rendered. *
* * @alias ClassificationPrimitive * @constructor * * @param {Object} [options] Object with the following properties: * @param {Array|GeometryInstance} [options.geometryInstances] The geometry instances to render. This can either be a single instance or an array of length one. * @param {Appearance} [options.appearance] The appearance used to render the primitive. Defaults to PerInstanceColorAppearance when GeometryInstances have a color attribute. * @param {Boolean} [options.show=true] Determines if this primitive will be shown. * @param {Boolean} [options.vertexCacheOptimize=false] Whentrue
, geometry vertices are optimized for the pre and post-vertex-shader caches.
* @param {Boolean} [options.interleave=false] When true
, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
* @param {Boolean} [options.compressVertices=true] When true
, the geometry vertices are compressed, which will save memory.
* @param {Boolean} [options.releaseGeometryInstances=true] When true
, the primitive does not keep a reference to the input geometryInstances
to save memory.
* @param {Boolean} [options.allowPicking=true] When true
, each geometry instance will only be pickable with {@link Scene#pick}. When false
, 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 true
on
* creation for the volumes to be created before the geometry is released or options.releaseGeometryInstance must be false
.
*
* @see Primitive
* @see GroundPrimitive
* @see GeometryInstance
* @see Appearance
*/
function ClassificationPrimitive(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
const geometryInstances = options.geometryInstances;
/**
* The geometry instance rendered with this primitive. This may
* be undefined
if options.releaseGeometryInstances
* is true
when the primitive is constructed.
* * Changing this property after the primitive is rendered has no effect. *
*
* Because of the rendering technique used, all geometry instances must be the same color.
* If there is an instance with a differing color, a DeveloperError
will be thrown
* on the first attempt to render.
*
* Draws the bounding sphere for each draw command in the primitive. *
* * @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. ** Draws the shadow volume for each geometry in the primitive. *
* * @type {Boolean} * * @default false */ this.debugShowShadowVolume = defaultValue( options.debugShowShadowVolume, false ); this._debugShowShadowVolume = false; // These are used by GroundPrimitive to augment the shader and uniform map. this._extruded = defaultValue(options._extruded, false); this._uniformMap = options._uniformMap; this._sp = undefined; this._spStencil = undefined; this._spPick = undefined; this._spColor = undefined; this._spPick2D = undefined; // only derived if necessary this._spColor2D = undefined; // only derived if necessary this._rsStencilDepthPass = undefined; this._rsStencilDepthPass3DTiles = undefined; this._rsColorPass = undefined; this._rsPickPass = undefined; this._commandsIgnoreShow = []; this._ready = false; this._readyPromise = defer(); this._primitive = undefined; this._pickPrimitive = options._pickPrimitive; // Set in update this._hasSphericalExtentsAttribute = false; this._hasPlanarExtentsAttributes = false; this._hasPerColorAttribute = false; this.appearance = options.appearance; this._createBoundingVolumeFunction = options._createBoundingVolumeFunction; this._updateAndQueueCommandsFunction = options._updateAndQueueCommandsFunction; this._usePickOffsets = false; this._primitiveOptions = { 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, _createRenderStatesFunction: undefined, _createShaderProgramFunction: undefined, _createCommandsFunction: undefined, _updateAndQueueCommandsFunction: undefined, _createPickOffsets: true, }; } Object.defineProperties(ClassificationPrimitive.prototype, { /** * Whentrue
, geometry vertices are optimized for the pre and post-vertex-shader caches.
*
* @memberof ClassificationPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
vertexCacheOptimize: {
get: function () {
return this._primitiveOptions.vertexCacheOptimize;
},
},
/**
* Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
*
* @memberof ClassificationPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default false
*/
interleave: {
get: function () {
return this._primitiveOptions.interleave;
},
},
/**
* When true
, the primitive does not keep a reference to the input geometryInstances
to save memory.
*
* @memberof ClassificationPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
releaseGeometryInstances: {
get: function () {
return this._primitiveOptions.releaseGeometryInstances;
},
},
/**
* When true
, each geometry instance will only be pickable with {@link Scene#pick}. When false
, GPU memory is saved.
*
* @memberof ClassificationPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
allowPicking: {
get: function () {
return this._primitiveOptions.allowPicking;
},
},
/**
* Determines if the geometry instances will be created and batched on a web worker.
*
* @memberof ClassificationPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
asynchronous: {
get: function () {
return this._primitiveOptions.asynchronous;
},
},
/**
* When true
, geometry vertices are compressed, which will save memory.
*
* @memberof ClassificationPrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
compressVertices: {
get: function () {
return this._primitiveOptions.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 ClassificationPrimitive#update}
* is called.
*
* @memberof ClassificationPrimitive.prototype
*
* @type {Boolean}
* @readonly
*/
ready: {
get: function () {
return this._ready;
},
},
/**
* Gets a promise that resolves when the primitive is ready to render.
* @memberof ClassificationPrimitive.prototype
* @type {Promise.true
if ClassificationPrimitives are supported; otherwise, returns false
*/
ClassificationPrimitive.isSupported = function (scene) {
return scene.context.stencilBuffer;
};
function getStencilDepthRenderState(enableStencil, mask3DTiles) {
const stencilFunction = mask3DTiles
? StencilFunction.EQUAL
: StencilFunction.ALWAYS;
return {
colorMask: {
red: false,
green: false,
blue: false,
alpha: false,
},
stencilTest: {
enabled: enableStencil,
frontFunction: stencilFunction,
frontOperation: {
fail: StencilOperation.KEEP,
zFail: StencilOperation.DECREMENT_WRAP,
zPass: StencilOperation.KEEP,
},
backFunction: stencilFunction,
backOperation: {
fail: StencilOperation.KEEP,
zFail: StencilOperation.INCREMENT_WRAP,
zPass: StencilOperation.KEEP,
},
reference: StencilConstants.CESIUM_3D_TILE_MASK,
mask: StencilConstants.CESIUM_3D_TILE_MASK,
},
stencilMask: StencilConstants.CLASSIFICATION_MASK,
depthTest: {
enabled: true,
func: DepthFunction.LESS_OR_EQUAL,
},
depthMask: false,
};
}
function getColorRenderState(enableStencil) {
return {
stencilTest: {
enabled: enableStencil,
frontFunction: StencilFunction.NOT_EQUAL,
frontOperation: {
fail: StencilOperation.ZERO,
zFail: StencilOperation.ZERO,
zPass: StencilOperation.ZERO,
},
backFunction: StencilFunction.NOT_EQUAL,
backOperation: {
fail: StencilOperation.ZERO,
zFail: StencilOperation.ZERO,
zPass: StencilOperation.ZERO,
},
reference: 0,
mask: StencilConstants.CLASSIFICATION_MASK,
},
stencilMask: StencilConstants.CLASSIFICATION_MASK,
depthTest: {
enabled: false,
},
depthMask: false,
blending: BlendingState.PRE_MULTIPLIED_ALPHA_BLEND,
};
}
const pickRenderState = {
stencilTest: {
enabled: true,
frontFunction: StencilFunction.NOT_EQUAL,
frontOperation: {
fail: StencilOperation.ZERO,
zFail: StencilOperation.ZERO,
zPass: StencilOperation.ZERO,
},
backFunction: StencilFunction.NOT_EQUAL,
backOperation: {
fail: StencilOperation.ZERO,
zFail: StencilOperation.ZERO,
zPass: StencilOperation.ZERO,
},
reference: 0,
mask: StencilConstants.CLASSIFICATION_MASK,
},
stencilMask: StencilConstants.CLASSIFICATION_MASK,
depthTest: {
enabled: false,
},
depthMask: false,
};
function createRenderStates(
classificationPrimitive,
context,
appearance,
twoPasses
) {
if (defined(classificationPrimitive._rsStencilDepthPass)) {
return;
}
const stencilEnabled = !classificationPrimitive.debugShowShadowVolume;
classificationPrimitive._rsStencilDepthPass = RenderState.fromCache(
getStencilDepthRenderState(stencilEnabled, false)
);
classificationPrimitive._rsStencilDepthPass3DTiles = RenderState.fromCache(
getStencilDepthRenderState(stencilEnabled, true)
);
classificationPrimitive._rsColorPass = RenderState.fromCache(
getColorRenderState(stencilEnabled, false)
);
classificationPrimitive._rsPickPass = RenderState.fromCache(pickRenderState);
}
function modifyForEncodedNormals(primitive, vertexShaderSource) {
if (!primitive.compressVertices) {
return vertexShaderSource;
}
if (
vertexShaderSource.search(/attribute\s+vec3\s+extrudeDirection;/g) !== -1
) {
const attributeName = "compressedAttributes";
//only shadow volumes use extrudeDirection, and shadow volumes use vertexFormat: POSITION_ONLY so we don't need to check other attributes
const attributeDecl = `attribute vec2 ${attributeName};`;
const globalDecl = "vec3 extrudeDirection;\n";
const decode = ` extrudeDirection = czm_octDecode(${attributeName}, 65535.0);\n`;
let modifiedVS = vertexShaderSource;
modifiedVS = modifiedVS.replace(
/attribute\s+vec3\s+extrudeDirection;/g,
""
);
modifiedVS = ShaderSource.replaceMain(
modifiedVS,
"czm_non_compressed_main"
);
const compressedMain =
`${"void main() \n" + "{ \n"}${decode} czm_non_compressed_main(); \n` +
`}`;
return [attributeDecl, globalDecl, modifiedVS, compressedMain].join("\n");
}
}
function createShaderProgram(classificationPrimitive, frameState) {
const context = frameState.context;
const primitive = classificationPrimitive._primitive;
let vs = ShadowVolumeAppearanceVS;
vs = classificationPrimitive._primitive._batchTable.getVertexShaderCallback()(
vs
);
vs = Primitive._appendDistanceDisplayConditionToShader(primitive, vs);
vs = Primitive._modifyShaderPosition(
classificationPrimitive,
vs,
frameState.scene3DOnly
);
vs = Primitive._updateColorAttribute(primitive, vs);
const planarExtents = classificationPrimitive._hasPlanarExtentsAttributes;
const cullFragmentsUsingExtents =
planarExtents || classificationPrimitive._hasSphericalExtentsAttribute;
if (classificationPrimitive._extruded) {
vs = modifyForEncodedNormals(primitive, vs);
}
const extrudedDefine = classificationPrimitive._extruded
? "EXTRUDED_GEOMETRY"
: "";
let vsSource = new ShaderSource({
defines: [extrudedDefine],
sources: [vs],
});
const fsSource = new ShaderSource({
sources: [ShadowVolumeFS],
});
const attributeLocations =
classificationPrimitive._primitive._attributeLocations;
const shadowVolumeAppearance = new ShadowVolumeAppearance(
cullFragmentsUsingExtents,
planarExtents,
classificationPrimitive.appearance
);
classificationPrimitive._spStencil = ShaderProgram.replaceCache({
context: context,
shaderProgram: classificationPrimitive._spStencil,
vertexShaderSource: vsSource,
fragmentShaderSource: fsSource,
attributeLocations: attributeLocations,
});
if (classificationPrimitive._primitive.allowPicking) {
let vsPick = ShaderSource.createPickVertexShaderSource(vs);
vsPick = Primitive._appendShowToShader(primitive, vsPick);
vsPick = Primitive._updatePickColorAttribute(vsPick);
const pickFS3D = shadowVolumeAppearance.createPickFragmentShader(false);
const pickVS3D = shadowVolumeAppearance.createPickVertexShader(
[extrudedDefine],
vsPick,
false,
frameState.mapProjection
);
classificationPrimitive._spPick = ShaderProgram.replaceCache({
context: context,
shaderProgram: classificationPrimitive._spPick,
vertexShaderSource: pickVS3D,
fragmentShaderSource: pickFS3D,
attributeLocations: attributeLocations,
});
// Derive a 2D pick shader if the primitive uses texture coordinate-based fragment culling,
// since texture coordinates are computed differently in 2D.
if (cullFragmentsUsingExtents) {
let pickProgram2D = context.shaderCache.getDerivedShaderProgram(
classificationPrimitive._spPick,
"2dPick"
);
if (!defined(pickProgram2D)) {
const pickFS2D = shadowVolumeAppearance.createPickFragmentShader(true);
const pickVS2D = shadowVolumeAppearance.createPickVertexShader(
[extrudedDefine],
vsPick,
true,
frameState.mapProjection
);
pickProgram2D = context.shaderCache.createDerivedShaderProgram(
classificationPrimitive._spPick,
"2dPick",
{
vertexShaderSource: pickVS2D,
fragmentShaderSource: pickFS2D,
attributeLocations: attributeLocations,
}
);
}
classificationPrimitive._spPick2D = pickProgram2D;
}
} else {
classificationPrimitive._spPick = ShaderProgram.fromCache({
context: context,
vertexShaderSource: vsSource,
fragmentShaderSource: fsSource,
attributeLocations: attributeLocations,
});
}
vs = Primitive._appendShowToShader(primitive, vs);
vsSource = new ShaderSource({
defines: [extrudedDefine],
sources: [vs],
});
classificationPrimitive._sp = ShaderProgram.replaceCache({
context: context,
shaderProgram: classificationPrimitive._sp,
vertexShaderSource: vsSource,
fragmentShaderSource: fsSource,
attributeLocations: attributeLocations,
});
// Create a fragment shader that computes only required material hookups using screen space techniques
const fsColorSource = shadowVolumeAppearance.createFragmentShader(false);
const vsColorSource = shadowVolumeAppearance.createVertexShader(
[extrudedDefine],
vs,
false,
frameState.mapProjection
);
classificationPrimitive._spColor = ShaderProgram.replaceCache({
context: context,
shaderProgram: classificationPrimitive._spColor,
vertexShaderSource: vsColorSource,
fragmentShaderSource: fsColorSource,
attributeLocations: attributeLocations,
});
// Derive a 2D shader if the primitive uses texture coordinate-based fragment culling,
// since texture coordinates are computed differently in 2D.
// Any material that uses texture coordinates will also equip texture coordinate-based fragment culling.
if (cullFragmentsUsingExtents) {
let colorProgram2D = context.shaderCache.getDerivedShaderProgram(
classificationPrimitive._spColor,
"2dColor"
);
if (!defined(colorProgram2D)) {
const fsColorSource2D = shadowVolumeAppearance.createFragmentShader(true);
const vsColorSource2D = shadowVolumeAppearance.createVertexShader(
[extrudedDefine],
vs,
true,
frameState.mapProjection
);
colorProgram2D = context.shaderCache.createDerivedShaderProgram(
classificationPrimitive._spColor,
"2dColor",
{
vertexShaderSource: vsColorSource2D,
fragmentShaderSource: fsColorSource2D,
attributeLocations: attributeLocations,
}
);
}
classificationPrimitive._spColor2D = colorProgram2D;
}
}
function createColorCommands(classificationPrimitive, colorCommands) {
const primitive = classificationPrimitive._primitive;
let length = primitive._va.length * 2; // each geometry (pack of vertex attributes) needs 2 commands: front/back stencils and fill
colorCommands.length = length;
let i;
let command;
let derivedCommand;
let vaIndex = 0;
let uniformMap = primitive._batchTable.getUniformMapCallback()(
classificationPrimitive._uniformMap
);
const needs2DShader = classificationPrimitive._needs2DShader;
for (i = 0; i < length; i += 2) {
const vertexArray = primitive._va[vaIndex++];
// Stencil depth command
command = colorCommands[i];
if (!defined(command)) {
command = colorCommands[i] = new DrawCommand({
owner: classificationPrimitive,
primitiveType: primitive._primitiveType,
});
}
command.vertexArray = vertexArray;
command.renderState = classificationPrimitive._rsStencilDepthPass;
command.shaderProgram = classificationPrimitive._sp;
command.uniformMap = uniformMap;
command.pass = Pass.TERRAIN_CLASSIFICATION;
derivedCommand = DrawCommand.shallowClone(
command,
command.derivedCommands.tileset
);
derivedCommand.renderState =
classificationPrimitive._rsStencilDepthPass3DTiles;
derivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
command.derivedCommands.tileset = derivedCommand;
// Color command
command = colorCommands[i + 1];
if (!defined(command)) {
command = colorCommands[i + 1] = new DrawCommand({
owner: classificationPrimitive,
primitiveType: primitive._primitiveType,
});
}
command.vertexArray = vertexArray;
command.renderState = classificationPrimitive._rsColorPass;
command.shaderProgram = classificationPrimitive._spColor;
command.pass = Pass.TERRAIN_CLASSIFICATION;
const appearance = classificationPrimitive.appearance;
const material = appearance.material;
if (defined(material)) {
uniformMap = combine(uniformMap, material._uniforms);
}
command.uniformMap = uniformMap;
derivedCommand = DrawCommand.shallowClone(
command,
command.derivedCommands.tileset
);
derivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
command.derivedCommands.tileset = derivedCommand;
// Derive for 2D if texture coordinates are ever computed
if (needs2DShader) {
// First derive from the terrain command
let derived2DCommand = DrawCommand.shallowClone(
command,
command.derivedCommands.appearance2D
);
derived2DCommand.shaderProgram = classificationPrimitive._spColor2D;
command.derivedCommands.appearance2D = derived2DCommand;
// Then derive from the 3D Tiles command
derived2DCommand = DrawCommand.shallowClone(
derivedCommand,
derivedCommand.derivedCommands.appearance2D
);
derived2DCommand.shaderProgram = classificationPrimitive._spColor2D;
derivedCommand.derivedCommands.appearance2D = derived2DCommand;
}
}
const commandsIgnoreShow = classificationPrimitive._commandsIgnoreShow;
const spStencil = classificationPrimitive._spStencil;
let commandIndex = 0;
length = commandsIgnoreShow.length = length / 2;
for (let j = 0; j < length; ++j) {
const commandIgnoreShow = (commandsIgnoreShow[j] = DrawCommand.shallowClone(
colorCommands[commandIndex],
commandsIgnoreShow[j]
));
commandIgnoreShow.shaderProgram = spStencil;
commandIgnoreShow.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW;
commandIndex += 2;
}
}
function createPickCommands(classificationPrimitive, pickCommands) {
const usePickOffsets = classificationPrimitive._usePickOffsets;
const primitive = classificationPrimitive._primitive;
let length = primitive._va.length * 2; // each geometry (pack of vertex attributes) needs 2 commands: front/back stencils and fill
// Fallback for batching same-color geometry instances
let pickOffsets;
let pickIndex = 0;
let pickOffset;
if (usePickOffsets) {
pickOffsets = primitive._pickOffsets;
length = pickOffsets.length * 2;
}
pickCommands.length = length;
let j;
let command;
let derivedCommand;
let vaIndex = 0;
const uniformMap = primitive._batchTable.getUniformMapCallback()(
classificationPrimitive._uniformMap
);
const needs2DShader = classificationPrimitive._needs2DShader;
for (j = 0; j < length; j += 2) {
let vertexArray = primitive._va[vaIndex++];
if (usePickOffsets) {
pickOffset = pickOffsets[pickIndex++];
vertexArray = primitive._va[pickOffset.index];
}
// Stencil depth command
command = pickCommands[j];
if (!defined(command)) {
command = pickCommands[j] = new DrawCommand({
owner: classificationPrimitive,
primitiveType: primitive._primitiveType,
pickOnly: true,
});
}
command.vertexArray = vertexArray;
command.renderState = classificationPrimitive._rsStencilDepthPass;
command.shaderProgram = classificationPrimitive._sp;
command.uniformMap = uniformMap;
command.pass = Pass.TERRAIN_CLASSIFICATION;
if (usePickOffsets) {
command.offset = pickOffset.offset;
command.count = pickOffset.count;
}
// Derive for 3D Tiles classification
derivedCommand = DrawCommand.shallowClone(
command,
command.derivedCommands.tileset
);
derivedCommand.renderState =
classificationPrimitive._rsStencilDepthPass3DTiles;
derivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
command.derivedCommands.tileset = derivedCommand;
// Pick color command
command = pickCommands[j + 1];
if (!defined(command)) {
command = pickCommands[j + 1] = new DrawCommand({
owner: classificationPrimitive,
primitiveType: primitive._primitiveType,
pickOnly: true,
});
}
command.vertexArray = vertexArray;
command.renderState = classificationPrimitive._rsPickPass;
command.shaderProgram = classificationPrimitive._spPick;
command.uniformMap = uniformMap;
command.pass = Pass.TERRAIN_CLASSIFICATION;
if (usePickOffsets) {
command.offset = pickOffset.offset;
command.count = pickOffset.count;
}
derivedCommand = DrawCommand.shallowClone(
command,
command.derivedCommands.tileset
);
derivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
command.derivedCommands.tileset = derivedCommand;
// Derive for 2D if texture coordinates are ever computed
if (needs2DShader) {
// First derive from the terrain command
let derived2DCommand = DrawCommand.shallowClone(
command,
command.derivedCommands.pick2D
);
derived2DCommand.shaderProgram = classificationPrimitive._spPick2D;
command.derivedCommands.pick2D = derived2DCommand;
// Then derive from the 3D Tiles command
derived2DCommand = DrawCommand.shallowClone(
derivedCommand,
derivedCommand.derivedCommands.pick2D
);
derived2DCommand.shaderProgram = classificationPrimitive._spPick2D;
derivedCommand.derivedCommands.pick2D = derived2DCommand;
}
}
}
function createCommands(
classificationPrimitive,
appearance,
material,
translucent,
twoPasses,
colorCommands,
pickCommands
) {
createColorCommands(classificationPrimitive, colorCommands);
createPickCommands(classificationPrimitive, pickCommands);
}
function boundingVolumeIndex(commandIndex, length) {
return Math.floor((commandIndex % length) / 2);
}
function updateAndQueueRenderCommand(
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
) {
command.modelMatrix = modelMatrix;
command.boundingVolume = boundingVolume;
command.cull = cull;
command.debugShowBoundingVolume = debugShowBoundingVolume;
frameState.commandList.push(command);
}
function updateAndQueuePickCommand(
command,
frameState,
modelMatrix,
cull,
boundingVolume
) {
command.modelMatrix = modelMatrix;
command.boundingVolume = boundingVolume;
command.cull = cull;
frameState.commandList.push(command);
}
function updateAndQueueCommands(
classificationPrimitive,
frameState,
colorCommands,
pickCommands,
modelMatrix,
cull,
debugShowBoundingVolume,
twoPasses
) {
const primitive = classificationPrimitive._primitive;
Primitive._updateBoundingVolumes(primitive, frameState, modelMatrix);
let boundingVolumes;
if (frameState.mode === SceneMode.SCENE3D) {
boundingVolumes = primitive._boundingSphereWC;
} else if (frameState.mode === SceneMode.COLUMBUS_VIEW) {
boundingVolumes = primitive._boundingSphereCV;
} else if (
frameState.mode === SceneMode.SCENE2D &&
defined(primitive._boundingSphere2D)
) {
boundingVolumes = primitive._boundingSphere2D;
} else if (defined(primitive._boundingSphereMorph)) {
boundingVolumes = primitive._boundingSphereMorph;
}
const classificationType = classificationPrimitive.classificationType;
const queueTerrainCommands =
classificationType !== ClassificationType.CESIUM_3D_TILE;
const queue3DTilesCommands =
classificationType !== ClassificationType.TERRAIN;
const passes = frameState.passes;
let i;
let boundingVolume;
let command;
if (passes.render) {
const colorLength = colorCommands.length;
for (i = 0; i < colorLength; ++i) {
boundingVolume = boundingVolumes[boundingVolumeIndex(i, colorLength)];
if (queueTerrainCommands) {
command = colorCommands[i];
updateAndQueueRenderCommand(
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
);
}
if (queue3DTilesCommands) {
command = colorCommands[i].derivedCommands.tileset;
updateAndQueueRenderCommand(
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
);
}
}
if (frameState.invertClassification) {
const ignoreShowCommands = classificationPrimitive._commandsIgnoreShow;
const ignoreShowCommandsLength = ignoreShowCommands.length;
for (i = 0; i < ignoreShowCommandsLength; ++i) {
boundingVolume = boundingVolumes[i];
command = ignoreShowCommands[i];
updateAndQueueRenderCommand(
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
);
}
}
}
if (passes.pick) {
const pickLength = pickCommands.length;
const pickOffsets = primitive._pickOffsets;
for (i = 0; i < pickLength; ++i) {
const pickOffset = pickOffsets[boundingVolumeIndex(i, pickLength)];
boundingVolume = boundingVolumes[pickOffset.index];
if (queueTerrainCommands) {
command = pickCommands[i];
updateAndQueuePickCommand(
command,
frameState,
modelMatrix,
cull,
boundingVolume
);
}
if (queue3DTilesCommands) {
command = pickCommands[i].derivedCommands.tileset;
updateAndQueuePickCommand(
command,
frameState,
modelMatrix,
cull,
boundingVolume
);
}
}
}
}
/**
* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
* get the draw commands needed to render this primitive.
* * Do not call this function directly. This is documented just to * list the exceptions that may be propagated when the scene is rendered: *
* * @exception {DeveloperError} All instance geometries must have the same primitiveType. * @exception {DeveloperError} Appearance and material have a uniform with the same name. * @exception {DeveloperError} Not all of the geometry instances have the same color attribute. */ ClassificationPrimitive.prototype.update = function (frameState) { if (!defined(this._primitive) && !defined(this.geometryInstances)) { return; } let appearance = this.appearance; if (defined(appearance) && defined(appearance.material)) { appearance.material.update(frameState.context); } const that = this; const primitiveOptions = this._primitiveOptions; if (!defined(this._primitive)) { const instances = Array.isArray(this.geometryInstances) ? this.geometryInstances : [this.geometryInstances]; const length = instances.length; let i; let instance; let attributes; let hasPerColorAttribute = false; let allColorsSame = true; let firstColor; let hasSphericalExtentsAttribute = false; let hasPlanarExtentsAttributes = false; if (length > 0) { attributes = instances[0].attributes; // Not expecting these to be set by users, should only be set via GroundPrimitive. // So don't check for mismatch. hasSphericalExtentsAttribute = ShadowVolumeAppearance.hasAttributesForSphericalExtents( attributes ); hasPlanarExtentsAttributes = ShadowVolumeAppearance.hasAttributesForTextureCoordinatePlanes( attributes ); firstColor = attributes.color; } for (i = 0; i < length; i++) { instance = instances[i]; const color = instance.attributes.color; if (defined(color)) { hasPerColorAttribute = true; } //>>includeStart('debug', pragmas.debug); else if (hasPerColorAttribute) { throw new DeveloperError( "All GeometryInstances must have color attributes to use per-instance color." ); } //>>includeEnd('debug'); allColorsSame = allColorsSame && defined(color) && ColorGeometryInstanceAttribute.equals(firstColor, color); } // If no attributes exist for computing spherical extents or fragment culling, // throw if the colors aren't all the same. if ( !allColorsSame && !hasSphericalExtentsAttribute && !hasPlanarExtentsAttributes ) { throw new DeveloperError( "All GeometryInstances must have the same color attribute except via GroundPrimitives" ); } // default to a color appearance if (hasPerColorAttribute && !defined(appearance)) { appearance = new PerInstanceColorAppearance({ flat: true, }); this.appearance = appearance; } //>>includeStart('debug', pragmas.debug); if ( !hasPerColorAttribute && appearance instanceof PerInstanceColorAppearance ) { throw new DeveloperError( "PerInstanceColorAppearance requires color GeometryInstanceAttributes on all GeometryInstances" ); } if ( defined(appearance.material) && !hasSphericalExtentsAttribute && !hasPlanarExtentsAttributes ) { throw new DeveloperError( "Materials on ClassificationPrimitives are not supported except via GroundPrimitives" ); } //>>includeEnd('debug'); this._usePickOffsets = !hasSphericalExtentsAttribute && !hasPlanarExtentsAttributes; this._hasSphericalExtentsAttribute = hasSphericalExtentsAttribute; this._hasPlanarExtentsAttributes = hasPlanarExtentsAttributes; this._hasPerColorAttribute = hasPerColorAttribute; const geometryInstances = new Array(length); for (i = 0; i < length; ++i) { instance = instances[i]; geometryInstances[i] = new GeometryInstance({ geometry: instance.geometry, attributes: instance.attributes, modelMatrix: instance.modelMatrix, id: instance.id, pickPrimitive: defaultValue(this._pickPrimitive, that), }); } primitiveOptions.appearance = appearance; primitiveOptions.geometryInstances = geometryInstances; if (defined(this._createBoundingVolumeFunction)) { primitiveOptions._createBoundingVolumeFunction = function ( frameState, geometry ) { that._createBoundingVolumeFunction(frameState, geometry); }; } primitiveOptions._createRenderStatesFunction = function ( primitive, context, appearance, twoPasses ) { createRenderStates(that, context); }; primitiveOptions._createShaderProgramFunction = function ( primitive, frameState, appearance ) { createShaderProgram(that, frameState); }; primitiveOptions._createCommandsFunction = function ( primitive, appearance, material, translucent, twoPasses, colorCommands, pickCommands ) { createCommands( that, undefined, undefined, true, false, colorCommands, pickCommands ); }; if (defined(this._updateAndQueueCommandsFunction)) { primitiveOptions._updateAndQueueCommandsFunction = function ( primitive, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses ) { that._updateAndQueueCommandsFunction( primitive, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses ); }; } else { primitiveOptions._updateAndQueueCommandsFunction = function ( primitive, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses ) { updateAndQueueCommands( that, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses ); }; } this._primitive = new Primitive(primitiveOptions); this._primitive.readyPromise.then(function (primitive) { that._ready = true; if (that.releaseGeometryInstances) { that.geometryInstances = undefined; } const error = primitive._error; if (!defined(error)) { that._readyPromise.resolve(that); } else { that._readyPromise.reject(error); } }); } if ( this.debugShowShadowVolume && !this._debugShowShadowVolume && this._ready ) { this._debugShowShadowVolume = true; this._rsStencilDepthPass = RenderState.fromCache( getStencilDepthRenderState(false, false) ); this._rsStencilDepthPass3DTiles = RenderState.fromCache( getStencilDepthRenderState(false, true) ); this._rsColorPass = RenderState.fromCache(getColorRenderState(false)); } else if (!this.debugShowShadowVolume && this._debugShowShadowVolume) { this._debugShowShadowVolume = false; this._rsStencilDepthPass = RenderState.fromCache( getStencilDepthRenderState(true, false) ); this._rsStencilDepthPass3DTiles = RenderState.fromCache( getStencilDepthRenderState(true, true) ); this._rsColorPass = RenderState.fromCache(getColorRenderState(true)); } // Update primitive appearance if (this._primitive.appearance !== appearance) { //>>includeStart('debug', pragmas.debug); // Check if the appearance is supported by the geometry attributes if ( !this._hasSphericalExtentsAttribute && !this._hasPlanarExtentsAttributes && defined(appearance.material) ) { throw new DeveloperError( "Materials on ClassificationPrimitives are not supported except via GroundPrimitive" ); } if ( !this._hasPerColorAttribute && appearance instanceof PerInstanceColorAppearance ) { throw new DeveloperError( "PerInstanceColorAppearance requires color GeometryInstanceAttribute" ); } //>>includeEnd('debug'); this._primitive.appearance = appearance; } this._primitive.show = this.show; this._primitive.debugShowBoundingVolume = this.debugShowBoundingVolume; this._primitive.update(frameState); }; /** * 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 * const attributes = primitive.getGeometryInstanceAttributes('an id'); * attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA); * attributes.show = Cesium.ShowGeometryInstanceAttribute.toValue(true); */ ClassificationPrimitive.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. *
* If this object was destroyed, it should not be used; calling any function other than
* isDestroyed
will result in a {@link DeveloperError} exception.
*
true
if this object was destroyed; otherwise, false
.
*
* @see ClassificationPrimitive#destroy
*/
ClassificationPrimitive.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.
*
* Once an object is destroyed, it should not be used; calling any function other than
* isDestroyed
will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (undefined
) to the object as done in the example.
*