import Cartesian2 from "../Core/Cartesian2.js"; import Cartesian4 from "../Core/Cartesian4.js"; import defaultValue from "../Core/defaultValue.js"; import defined from "../Core/defined.js"; import destroyObject from "../Core/destroyObject.js"; import DeveloperError from "../Core/DeveloperError.js"; import FeatureDetection from "../Core/FeatureDetection.js"; import GeographicProjection from "../Core/GeographicProjection.js"; import IndexDatatype from "../Core/IndexDatatype.js"; import CesiumMath from "../Core/Math.js"; import PixelFormat from "../Core/PixelFormat.js"; import Rectangle from "../Core/Rectangle.js"; import Request from "../Core/Request.js"; import RequestState from "../Core/RequestState.js"; import RequestType from "../Core/RequestType.js"; import TerrainProvider from "../Core/TerrainProvider.js"; import TileProviderError from "../Core/TileProviderError.js"; import WebMercatorProjection from "../Core/WebMercatorProjection.js"; import Buffer from "../Renderer/Buffer.js"; import BufferUsage from "../Renderer/BufferUsage.js"; import ComputeCommand from "../Renderer/ComputeCommand.js"; import ContextLimits from "../Renderer/ContextLimits.js"; import MipmapHint from "../Renderer/MipmapHint.js"; import Sampler from "../Renderer/Sampler.js"; import ShaderProgram from "../Renderer/ShaderProgram.js"; import ShaderSource from "../Renderer/ShaderSource.js"; import Texture from "../Renderer/Texture.js"; import TextureMagnificationFilter from "../Renderer/TextureMagnificationFilter.js"; import TextureMinificationFilter from "../Renderer/TextureMinificationFilter.js"; import TextureWrap from "../Renderer/TextureWrap.js"; import VertexArray from "../Renderer/VertexArray.js"; import ReprojectWebMercatorFS from "../Shaders/ReprojectWebMercatorFS.js"; import ReprojectWebMercatorVS from "../Shaders/ReprojectWebMercatorVS.js"; import Imagery from "./Imagery.js"; import ImageryState from "./ImageryState.js"; import SplitDirection from "./SplitDirection.js"; import TileImagery from "./TileImagery.js"; /** * An imagery layer that displays tiled image data from a single imagery provider * on a {@link Globe}. * * @alias ImageryLayer * @constructor * * @param {ImageryProvider} imageryProvider The imagery provider to use. * @param {Object} [options] Object with the following properties: * @param {Rectangle} [options.rectangle=imageryProvider.rectangle] The rectangle of the layer. This rectangle * can limit the visible portion of the imagery provider. * @param {Number|Function} [options.alpha=1.0] The alpha blending value of this layer, from 0.0 to 1.0. * This can either be a simple number or a function with the signature * function(frameState, layer, x, y, level). The function is passed the * current frame state, this layer, and the x, y, and level coordinates of the * imagery tile for which the alpha is required, and it is expected to return * the alpha value to use for the tile. * @param {Number|Function} [options.nightAlpha=1.0] The alpha blending value of this layer on the night side of the globe, from 0.0 to 1.0. * This can either be a simple number or a function with the signature * function(frameState, layer, x, y, level). The function is passed the * current frame state, this layer, and the x, y, and level coordinates of the * imagery tile for which the alpha is required, and it is expected to return * the alpha value to use for the tile. This only takes effect when enableLighting is true. * @param {Number|Function} [options.dayAlpha=1.0] The alpha blending value of this layer on the day side of the globe, from 0.0 to 1.0. * This can either be a simple number or a function with the signature * function(frameState, layer, x, y, level). The function is passed the * current frame state, this layer, and the x, y, and level coordinates of the * imagery tile for which the alpha is required, and it is expected to return * the alpha value to use for the tile. This only takes effect when enableLighting is true. * @param {Number|Function} [options.brightness=1.0] The brightness of this layer. 1.0 uses the unmodified imagery * color. Less than 1.0 makes the imagery darker while greater than 1.0 makes it brighter. * This can either be a simple number or a function with the signature * function(frameState, layer, x, y, level). The function is passed the * current frame state, this layer, and the x, y, and level coordinates of the * imagery tile for which the brightness is required, and it is expected to return * the brightness value to use for the tile. The function is executed for every * frame and for every tile, so it must be fast. * @param {Number|Function} [options.contrast=1.0] The contrast of this layer. 1.0 uses the unmodified imagery color. * Less than 1.0 reduces the contrast while greater than 1.0 increases it. * This can either be a simple number or a function with the signature * function(frameState, layer, x, y, level). The function is passed the * current frame state, this layer, and the x, y, and level coordinates of the * imagery tile for which the contrast is required, and it is expected to return * the contrast value to use for the tile. The function is executed for every * frame and for every tile, so it must be fast. * @param {Number|Function} [options.hue=0.0] The hue of this layer. 0.0 uses the unmodified imagery color. * This can either be a simple number or a function with the signature * function(frameState, layer, x, y, level). The function is passed the * current frame state, this layer, and the x, y, and level coordinates * of the imagery tile for which the hue is required, and it is expected to return * the contrast value to use for the tile. The function is executed for every * frame and for every tile, so it must be fast. * @param {Number|Function} [options.saturation=1.0] The saturation of this layer. 1.0 uses the unmodified imagery color. * Less than 1.0 reduces the saturation while greater than 1.0 increases it. * This can either be a simple number or a function with the signature * function(frameState, layer, x, y, level). The function is passed the * current frame state, this layer, and the x, y, and level coordinates * of the imagery tile for which the saturation is required, and it is expected to return * the contrast value to use for the tile. The function is executed for every * frame and for every tile, so it must be fast. * @param {Number|Function} [options.gamma=1.0] The gamma correction to apply to this layer. 1.0 uses the unmodified imagery color. * This can either be a simple number or a function with the signature * function(frameState, layer, x, y, level). The function is passed the * current frame state, this layer, and the x, y, and level coordinates of the * imagery tile for which the gamma is required, and it is expected to return * the gamma value to use for the tile. The function is executed for every * frame and for every tile, so it must be fast. * @param {SplitDirection|Function} [options.splitDirection=SplitDirection.NONE] The {@link SplitDirection} split to apply to this layer. * @param {TextureMinificationFilter} [options.minificationFilter=TextureMinificationFilter.LINEAR] The * texture minification filter to apply to this layer. Possible values * are TextureMinificationFilter.LINEAR and * TextureMinificationFilter.NEAREST. * @param {TextureMagnificationFilter} [options.magnificationFilter=TextureMagnificationFilter.LINEAR] The * texture minification filter to apply to this layer. Possible values * are TextureMagnificationFilter.LINEAR and * TextureMagnificationFilter.NEAREST. * @param {Boolean} [options.show=true] True if the layer is shown; otherwise, false. * @param {Number} [options.maximumAnisotropy=maximum supported] The maximum anisotropy level to use * for texture filtering. If this parameter is not specified, the maximum anisotropy supported * by the WebGL stack will be used. Larger values make the imagery look better in horizon * views. * @param {Number} [options.minimumTerrainLevel] The minimum terrain level-of-detail at which to show this imagery layer, * or undefined to show it at all levels. Level zero is the least-detailed level. * @param {Number} [options.maximumTerrainLevel] The maximum terrain level-of-detail at which to show this imagery layer, * or undefined to show it at all levels. Level zero is the least-detailed level. * @param {Rectangle} [options.cutoutRectangle] Cartographic rectangle for cutting out a portion of this ImageryLayer. * @param {Color} [options.colorToAlpha] Color to be used as alpha. * @param {Number} [options.colorToAlphaThreshold=0.004] Threshold for color-to-alpha. */ function ImageryLayer(imageryProvider, options) { this._imageryProvider = imageryProvider; options = defaultValue(options, defaultValue.EMPTY_OBJECT); /** * The alpha blending value of this layer, with 0.0 representing fully transparent and * 1.0 representing fully opaque. * * @type {Number} * @default 1.0 */ this.alpha = defaultValue( options.alpha, defaultValue(imageryProvider.defaultAlpha, 1.0) ); /** * The alpha blending value of this layer on the night side of the globe, with 0.0 representing fully transparent and * 1.0 representing fully opaque. This only takes effect when {@link Globe#enableLighting} is true. * * @type {Number} * @default 1.0 */ this.nightAlpha = defaultValue( options.nightAlpha, defaultValue(imageryProvider.defaultNightAlpha, 1.0) ); /** * The alpha blending value of this layer on the day side of the globe, with 0.0 representing fully transparent and * 1.0 representing fully opaque. This only takes effect when {@link Globe#enableLighting} is true. * * @type {Number} * @default 1.0 */ this.dayAlpha = defaultValue( options.dayAlpha, defaultValue(imageryProvider.defaultDayAlpha, 1.0) ); /** * The brightness of this layer. 1.0 uses the unmodified imagery color. Less than 1.0 * makes the imagery darker while greater than 1.0 makes it brighter. * * @type {Number} * @default {@link ImageryLayer.DEFAULT_BRIGHTNESS} */ this.brightness = defaultValue( options.brightness, defaultValue( imageryProvider.defaultBrightness, ImageryLayer.DEFAULT_BRIGHTNESS ) ); /** * The contrast of this layer. 1.0 uses the unmodified imagery color. Less than 1.0 reduces * the contrast while greater than 1.0 increases it. * * @type {Number} * @default {@link ImageryLayer.DEFAULT_CONTRAST} */ this.contrast = defaultValue( options.contrast, defaultValue(imageryProvider.defaultContrast, ImageryLayer.DEFAULT_CONTRAST) ); /** * The hue of this layer in radians. 0.0 uses the unmodified imagery color. * * @type {Number} * @default {@link ImageryLayer.DEFAULT_HUE} */ this.hue = defaultValue( options.hue, defaultValue(imageryProvider.defaultHue, ImageryLayer.DEFAULT_HUE) ); /** * The saturation of this layer. 1.0 uses the unmodified imagery color. Less than 1.0 reduces the * saturation while greater than 1.0 increases it. * * @type {Number} * @default {@link ImageryLayer.DEFAULT_SATURATION} */ this.saturation = defaultValue( options.saturation, defaultValue( imageryProvider.defaultSaturation, ImageryLayer.DEFAULT_SATURATION ) ); /** * The gamma correction to apply to this layer. 1.0 uses the unmodified imagery color. * * @type {Number} * @default {@link ImageryLayer.DEFAULT_GAMMA} */ this.gamma = defaultValue( options.gamma, defaultValue(imageryProvider.defaultGamma, ImageryLayer.DEFAULT_GAMMA) ); /** * The {@link SplitDirection} to apply to this layer. * * @type {SplitDirection} * @default {@link ImageryLayer.DEFAULT_SPLIT} */ this.splitDirection = defaultValue( options.splitDirection, defaultValue(imageryProvider.defaultSplit, ImageryLayer.DEFAULT_SPLIT) ); /** * The {@link TextureMinificationFilter} to apply to this layer. * Possible values are {@link TextureMinificationFilter.LINEAR} (the default) * and {@link TextureMinificationFilter.NEAREST}. * * To take effect, this property must be set immediately after adding the imagery layer. * Once a texture is loaded it won't be possible to change the texture filter used. * * @type {TextureMinificationFilter} * @default {@link ImageryLayer.DEFAULT_MINIFICATION_FILTER} */ this.minificationFilter = defaultValue( options.minificationFilter, defaultValue( imageryProvider.defaultMinificationFilter, ImageryLayer.DEFAULT_MINIFICATION_FILTER ) ); /** * The {@link TextureMagnificationFilter} to apply to this layer. * Possible values are {@link TextureMagnificationFilter.LINEAR} (the default) * and {@link TextureMagnificationFilter.NEAREST}. * * To take effect, this property must be set immediately after adding the imagery layer. * Once a texture is loaded it won't be possible to change the texture filter used. * * @type {TextureMagnificationFilter} * @default {@link ImageryLayer.DEFAULT_MAGNIFICATION_FILTER} */ this.magnificationFilter = defaultValue( options.magnificationFilter, defaultValue( imageryProvider.defaultMagnificationFilter, ImageryLayer.DEFAULT_MAGNIFICATION_FILTER ) ); /** * Determines if this layer is shown. * * @type {Boolean} * @default true */ this.show = defaultValue(options.show, true); this._minimumTerrainLevel = options.minimumTerrainLevel; this._maximumTerrainLevel = options.maximumTerrainLevel; this._rectangle = defaultValue(options.rectangle, Rectangle.MAX_VALUE); this._maximumAnisotropy = options.maximumAnisotropy; this._imageryCache = {}; this._skeletonPlaceholder = new TileImagery(Imagery.createPlaceholder(this)); // The value of the show property on the last update. this._show = true; // The index of this layer in the ImageryLayerCollection. this._layerIndex = -1; // true if this is the base (lowest shown) layer. this._isBaseLayer = false; this._requestImageError = undefined; this._reprojectComputeCommands = []; /** * Rectangle cutout in this layer of imagery. * * @type {Rectangle} */ this.cutoutRectangle = options.cutoutRectangle; /** * Color value that should be set to transparent. * * @type {Color} */ this.colorToAlpha = options.colorToAlpha; /** * Normalized (0-1) threshold for color-to-alpha. * * @type {Number} */ this.colorToAlphaThreshold = defaultValue( options.colorToAlphaThreshold, ImageryLayer.DEFAULT_APPLY_COLOR_TO_ALPHA_THRESHOLD ); } Object.defineProperties(ImageryLayer.prototype, { /** * Gets the imagery provider for this layer. * @memberof ImageryLayer.prototype * @type {ImageryProvider} * @readonly */ imageryProvider: { get: function () { return this._imageryProvider; }, }, /** * Gets the rectangle of this layer. If this rectangle is smaller than the rectangle of the * {@link ImageryProvider}, only a portion of the imagery provider is shown. * @memberof ImageryLayer.prototype * @type {Rectangle} * @readonly */ rectangle: { get: function () { return this._rectangle; }, }, }); /** * This value is used as the default brightness for the imagery layer if one is not provided during construction * or by the imagery provider. This value does not modify the brightness of the imagery. * @type {Number} * @default 1.0 */ ImageryLayer.DEFAULT_BRIGHTNESS = 1.0; /** * This value is used as the default contrast for the imagery layer if one is not provided during construction * or by the imagery provider. This value does not modify the contrast of the imagery. * @type {Number} * @default 1.0 */ ImageryLayer.DEFAULT_CONTRAST = 1.0; /** * This value is used as the default hue for the imagery layer if one is not provided during construction * or by the imagery provider. This value does not modify the hue of the imagery. * @type {Number} * @default 0.0 */ ImageryLayer.DEFAULT_HUE = 0.0; /** * This value is used as the default saturation for the imagery layer if one is not provided during construction * or by the imagery provider. This value does not modify the saturation of the imagery. * @type {Number} * @default 1.0 */ ImageryLayer.DEFAULT_SATURATION = 1.0; /** * This value is used as the default gamma for the imagery layer if one is not provided during construction * or by the imagery provider. This value does not modify the gamma of the imagery. * @type {Number} * @default 1.0 */ ImageryLayer.DEFAULT_GAMMA = 1.0; /** * This value is used as the default split for the imagery layer if one is not provided during construction * or by the imagery provider. * @type {SplitDirection} * @default SplitDirection.NONE */ ImageryLayer.DEFAULT_SPLIT = SplitDirection.NONE; /** * This value is used as the default texture minification filter for the imagery layer if one is not provided * during construction or by the imagery provider. * @type {TextureMinificationFilter} * @default TextureMinificationFilter.LINEAR */ ImageryLayer.DEFAULT_MINIFICATION_FILTER = TextureMinificationFilter.LINEAR; /** * This value is used as the default texture magnification filter for the imagery layer if one is not provided * during construction or by the imagery provider. * @type {TextureMagnificationFilter} * @default TextureMagnificationFilter.LINEAR */ ImageryLayer.DEFAULT_MAGNIFICATION_FILTER = TextureMagnificationFilter.LINEAR; /** * This value is used as the default threshold for color-to-alpha if one is not provided * during construction or by the imagery provider. * @type {Number} * @default 0.004 */ ImageryLayer.DEFAULT_APPLY_COLOR_TO_ALPHA_THRESHOLD = 0.004; /** * Gets a value indicating whether this layer is the base layer in the * {@link ImageryLayerCollection}. The base layer is the one that underlies all * others. It is special in that it is treated as if it has global rectangle, even if * it actually does not, by stretching the texels at the edges over the entire * globe. * * @returns {Boolean} true if this is the base layer; otherwise, false. */ ImageryLayer.prototype.isBaseLayer = function () { return this._isBaseLayer; }; /** * 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. * * @returns {Boolean} True if this object was destroyed; otherwise, false. * * @see ImageryLayer#destroy */ ImageryLayer.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. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * * @example * imageryLayer = imageryLayer && imageryLayer.destroy(); * * @see ImageryLayer#isDestroyed */ ImageryLayer.prototype.destroy = function () { return destroyObject(this); }; const imageryBoundsScratch = new Rectangle(); const tileImageryBoundsScratch = new Rectangle(); const clippedRectangleScratch = new Rectangle(); const terrainRectangleScratch = new Rectangle(); /** * Computes the intersection of this layer's rectangle with the imagery provider's availability rectangle, * producing the overall bounds of imagery that can be produced by this layer. * * @returns {Promise.} A promise to a rectangle which defines the overall bounds of imagery that can be produced by this layer. * * @example * // Zoom to an imagery layer. * imageryLayer.getViewableRectangle().then(function (rectangle) { * return camera.flyTo({ * destination: rectangle * }); * }); */ ImageryLayer.prototype.getViewableRectangle = function () { const imageryProvider = this._imageryProvider; const rectangle = this._rectangle; return imageryProvider.readyPromise.then(function () { return Rectangle.intersection(imageryProvider.rectangle, rectangle); }); }; /** * Create skeletons for the imagery tiles that partially or completely overlap a given terrain * tile. * * @private * * @param {Tile} tile The terrain tile. * @param {TerrainProvider} terrainProvider The terrain provider associated with the terrain tile. * @param {Number} insertionPoint The position to insert new skeletons before in the tile's imagery list. * @returns {Boolean} true if this layer overlaps any portion of the terrain tile; otherwise, false. */ ImageryLayer.prototype._createTileImagerySkeletons = function ( tile, terrainProvider, insertionPoint ) { const surfaceTile = tile.data; if ( defined(this._minimumTerrainLevel) && tile.level < this._minimumTerrainLevel ) { return false; } if ( defined(this._maximumTerrainLevel) && tile.level > this._maximumTerrainLevel ) { return false; } const imageryProvider = this._imageryProvider; if (!defined(insertionPoint)) { insertionPoint = surfaceTile.imagery.length; } if (!imageryProvider.ready) { // The imagery provider is not ready, so we can't create skeletons, yet. // Instead, add a placeholder so that we'll know to create // the skeletons once the provider is ready. this._skeletonPlaceholder.loadingImagery.addReference(); surfaceTile.imagery.splice(insertionPoint, 0, this._skeletonPlaceholder); return true; } // Use Web Mercator for our texture coordinate computations if this imagery layer uses // that projection and the terrain tile falls entirely inside the valid bounds of the // projection. const useWebMercatorT = imageryProvider.tilingScheme.projection instanceof WebMercatorProjection && tile.rectangle.north < WebMercatorProjection.MaximumLatitude && tile.rectangle.south > -WebMercatorProjection.MaximumLatitude; // Compute the rectangle of the imagery from this imageryProvider that overlaps // the geometry tile. The ImageryProvider and ImageryLayer both have the // opportunity to constrain the rectangle. The imagery TilingScheme's rectangle // always fully contains the ImageryProvider's rectangle. const imageryBounds = Rectangle.intersection( imageryProvider.rectangle, this._rectangle, imageryBoundsScratch ); let rectangle = Rectangle.intersection( tile.rectangle, imageryBounds, tileImageryBoundsScratch ); if (!defined(rectangle)) { // There is no overlap between this terrain tile and this imagery // provider. Unless this is the base layer, no skeletons need to be created. // We stretch texels at the edge of the base layer over the entire globe. if (!this.isBaseLayer()) { return false; } const baseImageryRectangle = imageryBounds; const baseTerrainRectangle = tile.rectangle; rectangle = tileImageryBoundsScratch; if (baseTerrainRectangle.south >= baseImageryRectangle.north) { rectangle.north = rectangle.south = baseImageryRectangle.north; } else if (baseTerrainRectangle.north <= baseImageryRectangle.south) { rectangle.north = rectangle.south = baseImageryRectangle.south; } else { rectangle.south = Math.max( baseTerrainRectangle.south, baseImageryRectangle.south ); rectangle.north = Math.min( baseTerrainRectangle.north, baseImageryRectangle.north ); } if (baseTerrainRectangle.west >= baseImageryRectangle.east) { rectangle.west = rectangle.east = baseImageryRectangle.east; } else if (baseTerrainRectangle.east <= baseImageryRectangle.west) { rectangle.west = rectangle.east = baseImageryRectangle.west; } else { rectangle.west = Math.max( baseTerrainRectangle.west, baseImageryRectangle.west ); rectangle.east = Math.min( baseTerrainRectangle.east, baseImageryRectangle.east ); } } let latitudeClosestToEquator = 0.0; if (rectangle.south > 0.0) { latitudeClosestToEquator = rectangle.south; } else if (rectangle.north < 0.0) { latitudeClosestToEquator = rectangle.north; } // Compute the required level in the imagery tiling scheme. // The errorRatio should really be imagerySSE / terrainSSE rather than this hard-coded value. // But first we need configurable imagery SSE and we need the rendering to be able to handle more // images attached to a terrain tile than there are available texture units. So that's for the future. const errorRatio = 1.0; const targetGeometricError = errorRatio * terrainProvider.getLevelMaximumGeometricError(tile.level); let imageryLevel = getLevelWithMaximumTexelSpacing( this, targetGeometricError, latitudeClosestToEquator ); imageryLevel = Math.max(0, imageryLevel); const maximumLevel = imageryProvider.maximumLevel; if (imageryLevel > maximumLevel) { imageryLevel = maximumLevel; } if (defined(imageryProvider.minimumLevel)) { const minimumLevel = imageryProvider.minimumLevel; if (imageryLevel < minimumLevel) { imageryLevel = minimumLevel; } } const imageryTilingScheme = imageryProvider.tilingScheme; const northwestTileCoordinates = imageryTilingScheme.positionToTileXY( Rectangle.northwest(rectangle), imageryLevel ); const southeastTileCoordinates = imageryTilingScheme.positionToTileXY( Rectangle.southeast(rectangle), imageryLevel ); // If the southeast corner of the rectangle lies very close to the north or west side // of the southeast tile, we don't actually need the southernmost or easternmost // tiles. // Similarly, if the northwest corner of the rectangle lies very close to the south or east side // of the northwest tile, we don't actually need the northernmost or westernmost tiles. // We define "very close" as being within 1/512 of the width of the tile. let veryCloseX = tile.rectangle.width / 512.0; let veryCloseY = tile.rectangle.height / 512.0; const northwestTileRectangle = imageryTilingScheme.tileXYToRectangle( northwestTileCoordinates.x, northwestTileCoordinates.y, imageryLevel ); if ( Math.abs(northwestTileRectangle.south - tile.rectangle.north) < veryCloseY && northwestTileCoordinates.y < southeastTileCoordinates.y ) { ++northwestTileCoordinates.y; } if ( Math.abs(northwestTileRectangle.east - tile.rectangle.west) < veryCloseX && northwestTileCoordinates.x < southeastTileCoordinates.x ) { ++northwestTileCoordinates.x; } const southeastTileRectangle = imageryTilingScheme.tileXYToRectangle( southeastTileCoordinates.x, southeastTileCoordinates.y, imageryLevel ); if ( Math.abs(southeastTileRectangle.north - tile.rectangle.south) < veryCloseY && southeastTileCoordinates.y > northwestTileCoordinates.y ) { --southeastTileCoordinates.y; } if ( Math.abs(southeastTileRectangle.west - tile.rectangle.east) < veryCloseX && southeastTileCoordinates.x > northwestTileCoordinates.x ) { --southeastTileCoordinates.x; } // Create TileImagery instances for each imagery tile overlapping this terrain tile. // We need to do all texture coordinate computations in the imagery tile's tiling scheme. const terrainRectangle = Rectangle.clone( tile.rectangle, terrainRectangleScratch ); let imageryRectangle = imageryTilingScheme.tileXYToRectangle( northwestTileCoordinates.x, northwestTileCoordinates.y, imageryLevel ); let clippedImageryRectangle = Rectangle.intersection( imageryRectangle, imageryBounds, clippedRectangleScratch ); let imageryTileXYToRectangle; if (useWebMercatorT) { imageryTilingScheme.rectangleToNativeRectangle( terrainRectangle, terrainRectangle ); imageryTilingScheme.rectangleToNativeRectangle( imageryRectangle, imageryRectangle ); imageryTilingScheme.rectangleToNativeRectangle( clippedImageryRectangle, clippedImageryRectangle ); imageryTilingScheme.rectangleToNativeRectangle( imageryBounds, imageryBounds ); imageryTileXYToRectangle = imageryTilingScheme.tileXYToNativeRectangle.bind( imageryTilingScheme ); veryCloseX = terrainRectangle.width / 512.0; veryCloseY = terrainRectangle.height / 512.0; } else { imageryTileXYToRectangle = imageryTilingScheme.tileXYToRectangle.bind( imageryTilingScheme ); } let minU; let maxU = 0.0; let minV = 1.0; let maxV; // If this is the northern-most or western-most tile in the imagery tiling scheme, // it may not start at the northern or western edge of the terrain tile. // Calculate where it does start. if ( !this.isBaseLayer() && Math.abs(clippedImageryRectangle.west - terrainRectangle.west) >= veryCloseX ) { maxU = Math.min( 1.0, (clippedImageryRectangle.west - terrainRectangle.west) / terrainRectangle.width ); } if ( !this.isBaseLayer() && Math.abs(clippedImageryRectangle.north - terrainRectangle.north) >= veryCloseY ) { minV = Math.max( 0.0, (clippedImageryRectangle.north - terrainRectangle.south) / terrainRectangle.height ); } const initialMinV = minV; for ( let i = northwestTileCoordinates.x; i <= southeastTileCoordinates.x; i++ ) { minU = maxU; imageryRectangle = imageryTileXYToRectangle( i, northwestTileCoordinates.y, imageryLevel ); clippedImageryRectangle = Rectangle.simpleIntersection( imageryRectangle, imageryBounds, clippedRectangleScratch ); if (!defined(clippedImageryRectangle)) { continue; } maxU = Math.min( 1.0, (clippedImageryRectangle.east - terrainRectangle.west) / terrainRectangle.width ); // If this is the eastern-most imagery tile mapped to this terrain tile, // and there are more imagery tiles to the east of this one, the maxU // should be 1.0 to make sure rounding errors don't make the last // image fall shy of the edge of the terrain tile. if ( i === southeastTileCoordinates.x && (this.isBaseLayer() || Math.abs(clippedImageryRectangle.east - terrainRectangle.east) < veryCloseX) ) { maxU = 1.0; } minV = initialMinV; for ( let j = northwestTileCoordinates.y; j <= southeastTileCoordinates.y; j++ ) { maxV = minV; imageryRectangle = imageryTileXYToRectangle(i, j, imageryLevel); clippedImageryRectangle = Rectangle.simpleIntersection( imageryRectangle, imageryBounds, clippedRectangleScratch ); if (!defined(clippedImageryRectangle)) { continue; } minV = Math.max( 0.0, (clippedImageryRectangle.south - terrainRectangle.south) / terrainRectangle.height ); // If this is the southern-most imagery tile mapped to this terrain tile, // and there are more imagery tiles to the south of this one, the minV // should be 0.0 to make sure rounding errors don't make the last // image fall shy of the edge of the terrain tile. if ( j === southeastTileCoordinates.y && (this.isBaseLayer() || Math.abs(clippedImageryRectangle.south - terrainRectangle.south) < veryCloseY) ) { minV = 0.0; } const texCoordsRectangle = new Cartesian4(minU, minV, maxU, maxV); const imagery = this.getImageryFromCache(i, j, imageryLevel); surfaceTile.imagery.splice( insertionPoint, 0, new TileImagery(imagery, texCoordsRectangle, useWebMercatorT) ); ++insertionPoint; } } return true; }; /** * Calculate the translation and scale for a particular {@link TileImagery} attached to a * particular terrain tile. * * @private * * @param {Tile} tile The terrain tile. * @param {TileImagery} tileImagery The imagery tile mapping. * @returns {Cartesian4} The translation and scale where X and Y are the translation and Z and W * are the scale. */ ImageryLayer.prototype._calculateTextureTranslationAndScale = function ( tile, tileImagery ) { let imageryRectangle = tileImagery.readyImagery.rectangle; let terrainRectangle = tile.rectangle; if (tileImagery.useWebMercatorT) { const tilingScheme = tileImagery.readyImagery.imageryLayer.imageryProvider.tilingScheme; imageryRectangle = tilingScheme.rectangleToNativeRectangle( imageryRectangle, imageryBoundsScratch ); terrainRectangle = tilingScheme.rectangleToNativeRectangle( terrainRectangle, terrainRectangleScratch ); } const terrainWidth = terrainRectangle.width; const terrainHeight = terrainRectangle.height; const scaleX = terrainWidth / imageryRectangle.width; const scaleY = terrainHeight / imageryRectangle.height; return new Cartesian4( (scaleX * (terrainRectangle.west - imageryRectangle.west)) / terrainWidth, (scaleY * (terrainRectangle.south - imageryRectangle.south)) / terrainHeight, scaleX, scaleY ); }; /** * Request a particular piece of imagery from the imagery provider. This method handles raising an * error event if the request fails, and retrying the request if necessary. * * @private * * @param {Imagery} imagery The imagery to request. */ ImageryLayer.prototype._requestImagery = function (imagery) { const imageryProvider = this._imageryProvider; const that = this; function success(image) { if (!defined(image)) { return failure(); } imagery.image = image; imagery.state = ImageryState.RECEIVED; imagery.request = undefined; TileProviderError.handleSuccess(that._requestImageError); } function failure(e) { if (imagery.request.state === RequestState.CANCELLED) { // Cancelled due to low priority - try again later. imagery.state = ImageryState.UNLOADED; imagery.request = undefined; return; } // Initially assume failure. handleError may retry, in which case the state will // change to TRANSITIONING. imagery.state = ImageryState.FAILED; imagery.request = undefined; const message = `Failed to obtain image tile X: ${imagery.x} Y: ${imagery.y} Level: ${imagery.level}.`; that._requestImageError = TileProviderError.handleError( that._requestImageError, imageryProvider, imageryProvider.errorEvent, message, imagery.x, imagery.y, imagery.level, doRequest, e ); } function doRequest() { const request = new Request({ throttle: false, throttleByServer: true, type: RequestType.IMAGERY, }); imagery.request = request; imagery.state = ImageryState.TRANSITIONING; const imagePromise = imageryProvider.requestImage( imagery.x, imagery.y, imagery.level, request ); if (!defined(imagePromise)) { // Too many parallel requests, so postpone loading tile. imagery.state = ImageryState.UNLOADED; imagery.request = undefined; return; } if (defined(imageryProvider.getTileCredits)) { imagery.credits = imageryProvider.getTileCredits( imagery.x, imagery.y, imagery.level ); } imagePromise .then(function (image) { success(image); }) .catch(function (e) { failure(e); }); } doRequest(); }; ImageryLayer.prototype._createTextureWebGL = function (context, imagery) { const sampler = new Sampler({ minificationFilter: this.minificationFilter, magnificationFilter: this.magnificationFilter, }); const image = imagery.image; if (defined(image.internalFormat)) { return new Texture({ context: context, pixelFormat: image.internalFormat, width: image.width, height: image.height, source: { arrayBufferView: image.bufferView, }, sampler: sampler, }); } return new Texture({ context: context, source: image, pixelFormat: this._imageryProvider.hasAlphaChannel ? PixelFormat.RGBA : PixelFormat.RGB, sampler: sampler, }); }; /** * Create a WebGL texture for a given {@link Imagery} instance. * * @private * * @param {Context} context The rendered context to use to create textures. * @param {Imagery} imagery The imagery for which to create a texture. */ ImageryLayer.prototype._createTexture = function (context, imagery) { const imageryProvider = this._imageryProvider; const image = imagery.image; // If this imagery provider has a discard policy, use it to check if this // image should be discarded. if (defined(imageryProvider.tileDiscardPolicy)) { const discardPolicy = imageryProvider.tileDiscardPolicy; if (defined(discardPolicy)) { // If the discard policy is not ready yet, transition back to the // RECEIVED state and we'll try again next time. if (!discardPolicy.isReady()) { imagery.state = ImageryState.RECEIVED; return; } // Mark discarded imagery tiles invalid. Parent imagery will be used instead. if (discardPolicy.shouldDiscardImage(image)) { imagery.state = ImageryState.INVALID; return; } } } //>>includeStart('debug', pragmas.debug); if ( this.minificationFilter !== TextureMinificationFilter.NEAREST && this.minificationFilter !== TextureMinificationFilter.LINEAR ) { throw new DeveloperError( "ImageryLayer minification filter must be NEAREST or LINEAR" ); } //>>includeEnd('debug'); // Imagery does not need to be discarded, so upload it to WebGL. const texture = this._createTextureWebGL(context, imagery); if ( imageryProvider.tilingScheme.projection instanceof WebMercatorProjection ) { imagery.textureWebMercator = texture; } else { imagery.texture = texture; } imagery.image = undefined; imagery.state = ImageryState.TEXTURE_LOADED; }; function getSamplerKey( minificationFilter, magnificationFilter, maximumAnisotropy ) { return `${minificationFilter}:${magnificationFilter}:${maximumAnisotropy}`; } ImageryLayer.prototype._finalizeReprojectTexture = function (context, texture) { let minificationFilter = this.minificationFilter; const magnificationFilter = this.magnificationFilter; const usesLinearTextureFilter = minificationFilter === TextureMinificationFilter.LINEAR && magnificationFilter === TextureMagnificationFilter.LINEAR; // Use mipmaps if this texture has power-of-two dimensions. // In addition, mipmaps are only generated if the texture filters are both LINEAR. if ( usesLinearTextureFilter && !PixelFormat.isCompressedFormat(texture.pixelFormat) && CesiumMath.isPowerOfTwo(texture.width) && CesiumMath.isPowerOfTwo(texture.height) ) { minificationFilter = TextureMinificationFilter.LINEAR_MIPMAP_LINEAR; const maximumSupportedAnisotropy = ContextLimits.maximumTextureFilterAnisotropy; const maximumAnisotropy = Math.min( maximumSupportedAnisotropy, defaultValue(this._maximumAnisotropy, maximumSupportedAnisotropy) ); const mipmapSamplerKey = getSamplerKey( minificationFilter, magnificationFilter, maximumAnisotropy ); let mipmapSamplers = context.cache.imageryLayerMipmapSamplers; if (!defined(mipmapSamplers)) { mipmapSamplers = {}; context.cache.imageryLayerMipmapSamplers = mipmapSamplers; } let mipmapSampler = mipmapSamplers[mipmapSamplerKey]; if (!defined(mipmapSampler)) { mipmapSampler = mipmapSamplers[mipmapSamplerKey] = new Sampler({ wrapS: TextureWrap.CLAMP_TO_EDGE, wrapT: TextureWrap.CLAMP_TO_EDGE, minificationFilter: minificationFilter, magnificationFilter: magnificationFilter, maximumAnisotropy: maximumAnisotropy, }); } texture.generateMipmap(MipmapHint.NICEST); texture.sampler = mipmapSampler; } else { const nonMipmapSamplerKey = getSamplerKey( minificationFilter, magnificationFilter, 0 ); let nonMipmapSamplers = context.cache.imageryLayerNonMipmapSamplers; if (!defined(nonMipmapSamplers)) { nonMipmapSamplers = {}; context.cache.imageryLayerNonMipmapSamplers = nonMipmapSamplers; } let nonMipmapSampler = nonMipmapSamplers[nonMipmapSamplerKey]; if (!defined(nonMipmapSampler)) { nonMipmapSampler = nonMipmapSamplers[nonMipmapSamplerKey] = new Sampler({ wrapS: TextureWrap.CLAMP_TO_EDGE, wrapT: TextureWrap.CLAMP_TO_EDGE, minificationFilter: minificationFilter, magnificationFilter: magnificationFilter, }); } texture.sampler = nonMipmapSampler; } }; /** * Enqueues a command re-projecting a texture to a {@link GeographicProjection} on the next update, if necessary, and generate * mipmaps for the geographic texture. * * @private * * @param {FrameState} frameState The frameState. * @param {Imagery} imagery The imagery instance to reproject. * @param {Boolean} [needGeographicProjection=true] True to reproject to geographic, or false if Web Mercator is fine. */ ImageryLayer.prototype._reprojectTexture = function ( frameState, imagery, needGeographicProjection ) { const texture = imagery.textureWebMercator || imagery.texture; const rectangle = imagery.rectangle; const context = frameState.context; needGeographicProjection = defaultValue(needGeographicProjection, true); // Reproject this texture if it is not already in a geographic projection and // the pixels are more than 1e-5 radians apart. The pixel spacing cutoff // avoids precision problems in the reprojection transformation while making // no noticeable difference in the georeferencing of the image. if ( needGeographicProjection && !( this._imageryProvider.tilingScheme.projection instanceof GeographicProjection ) && rectangle.width / texture.width > 1e-5 ) { const that = this; imagery.addReference(); const computeCommand = new ComputeCommand({ persists: true, owner: this, // Update render resources right before execution instead of now. // This allows different ImageryLayers to share the same vao and buffers. preExecute: function (command) { reprojectToGeographic(command, context, texture, imagery.rectangle); }, postExecute: function (outputTexture) { imagery.texture = outputTexture; that._finalizeReprojectTexture(context, outputTexture); imagery.state = ImageryState.READY; imagery.releaseReference(); }, canceled: function () { imagery.state = ImageryState.TEXTURE_LOADED; imagery.releaseReference(); }, }); this._reprojectComputeCommands.push(computeCommand); } else { if (needGeographicProjection) { imagery.texture = texture; } this._finalizeReprojectTexture(context, texture); imagery.state = ImageryState.READY; } }; /** * Updates frame state to execute any queued texture re-projections. * * @private * * @param {FrameState} frameState The frameState. */ ImageryLayer.prototype.queueReprojectionCommands = function (frameState) { const computeCommands = this._reprojectComputeCommands; const length = computeCommands.length; for (let i = 0; i < length; ++i) { frameState.commandList.push(computeCommands[i]); } computeCommands.length = 0; }; /** * Cancels re-projection commands queued for the next frame. * * @private */ ImageryLayer.prototype.cancelReprojections = function () { this._reprojectComputeCommands.forEach(function (command) { if (defined(command.canceled)) { command.canceled(); } }); this._reprojectComputeCommands.length = 0; }; ImageryLayer.prototype.getImageryFromCache = function ( x, y, level, imageryRectangle ) { const cacheKey = getImageryCacheKey(x, y, level); let imagery = this._imageryCache[cacheKey]; if (!defined(imagery)) { imagery = new Imagery(this, x, y, level, imageryRectangle); this._imageryCache[cacheKey] = imagery; } imagery.addReference(); return imagery; }; ImageryLayer.prototype.removeImageryFromCache = function (imagery) { const cacheKey = getImageryCacheKey(imagery.x, imagery.y, imagery.level); delete this._imageryCache[cacheKey]; }; function getImageryCacheKey(x, y, level) { return JSON.stringify([x, y, level]); } const uniformMap = { u_textureDimensions: function () { return this.textureDimensions; }, u_texture: function () { return this.texture; }, textureDimensions: new Cartesian2(), texture: undefined, }; const float32ArrayScratch = FeatureDetection.supportsTypedArrays() ? new Float32Array(2 * 64) : undefined; function reprojectToGeographic(command, context, texture, rectangle) { // This function has gone through a number of iterations, because GPUs are awesome. // // Originally, we had a very simple vertex shader and computed the Web Mercator texture coordinates // per-fragment in the fragment shader. That worked well, except on mobile devices, because // fragment shaders have limited precision on many mobile devices. The result was smearing artifacts // at medium zoom levels because different geographic texture coordinates would be reprojected to Web // Mercator as the same value. // // Our solution was to reproject to Web Mercator in the vertex shader instead of the fragment shader. // This required far more vertex data. With fragment shader reprojection, we only needed a single quad. // But to achieve the same precision with vertex shader reprojection, we needed a vertex for each // output pixel. So we used a grid of 256x256 vertices, because most of our imagery // tiles are 256x256. Fortunately the grid could be created and uploaded to the GPU just once and // re-used for all reprojections, so the performance was virtually unchanged from our original fragment // shader approach. See https://github.com/CesiumGS/cesium/pull/714. // // Over a year later, we noticed (https://github.com/CesiumGS/cesium/issues/2110) // that our reprojection code was creating a rare but severe artifact on some GPUs (Intel HD 4600 // for one). The problem was that the GLSL sin function on these GPUs had a discontinuity at fine scales in // a few places. // // We solved this by implementing a more reliable sin function based on the CORDIC algorithm // (https://github.com/CesiumGS/cesium/pull/2111). Even though this was a fair // amount of code to be executing per vertex, the performance seemed to be pretty good on most GPUs. // Unfortunately, on some GPUs, the performance was absolutely terrible // (https://github.com/CesiumGS/cesium/issues/2258). // // So that brings us to our current solution, the one you see here. Effectively, we compute the Web // Mercator texture coordinates on the CPU and store the T coordinate with each vertex (the S coordinate // is the same in Geographic and Web Mercator). To make this faster, we reduced our reprojection mesh // to be only 2 vertices wide and 64 vertices high. We should have reduced the width to 2 sooner, // because the extra vertices weren't buying us anything. The height of 64 means we are technically // doing a slightly less accurate reprojection than we were before, but we can't see the difference // so it's worth the 4x speedup. let reproject = context.cache.imageryLayer_reproject; if (!defined(reproject)) { reproject = context.cache.imageryLayer_reproject = { vertexArray: undefined, shaderProgram: undefined, sampler: undefined, destroy: function () { if (defined(this.framebuffer)) { this.framebuffer.destroy(); } if (defined(this.vertexArray)) { this.vertexArray.destroy(); } if (defined(this.shaderProgram)) { this.shaderProgram.destroy(); } }, }; const positions = new Float32Array(2 * 64 * 2); let index = 0; for (let j = 0; j < 64; ++j) { const y = j / 63.0; positions[index++] = 0.0; positions[index++] = y; positions[index++] = 1.0; positions[index++] = y; } const reprojectAttributeIndices = { position: 0, webMercatorT: 1, }; const indices = TerrainProvider.getRegularGridIndices(2, 64); const indexBuffer = Buffer.createIndexBuffer({ context: context, typedArray: indices, usage: BufferUsage.STATIC_DRAW, indexDatatype: IndexDatatype.UNSIGNED_SHORT, }); reproject.vertexArray = new VertexArray({ context: context, attributes: [ { index: reprojectAttributeIndices.position, vertexBuffer: Buffer.createVertexBuffer({ context: context, typedArray: positions, usage: BufferUsage.STATIC_DRAW, }), componentsPerAttribute: 2, }, { index: reprojectAttributeIndices.webMercatorT, vertexBuffer: Buffer.createVertexBuffer({ context: context, sizeInBytes: 64 * 2 * 4, usage: BufferUsage.STREAM_DRAW, }), componentsPerAttribute: 1, }, ], indexBuffer: indexBuffer, }); const vs = new ShaderSource({ sources: [ReprojectWebMercatorVS], }); reproject.shaderProgram = ShaderProgram.fromCache({ context: context, vertexShaderSource: vs, fragmentShaderSource: ReprojectWebMercatorFS, attributeLocations: reprojectAttributeIndices, }); reproject.sampler = new Sampler({ wrapS: TextureWrap.CLAMP_TO_EDGE, wrapT: TextureWrap.CLAMP_TO_EDGE, minificationFilter: TextureMinificationFilter.LINEAR, magnificationFilter: TextureMagnificationFilter.LINEAR, }); } texture.sampler = reproject.sampler; const width = texture.width; const height = texture.height; uniformMap.textureDimensions.x = width; uniformMap.textureDimensions.y = height; uniformMap.texture = texture; let sinLatitude = Math.sin(rectangle.south); const southMercatorY = 0.5 * Math.log((1 + sinLatitude) / (1 - sinLatitude)); sinLatitude = Math.sin(rectangle.north); const northMercatorY = 0.5 * Math.log((1 + sinLatitude) / (1 - sinLatitude)); const oneOverMercatorHeight = 1.0 / (northMercatorY - southMercatorY); const outputTexture = new Texture({ context: context, width: width, height: height, pixelFormat: texture.pixelFormat, pixelDatatype: texture.pixelDatatype, preMultiplyAlpha: texture.preMultiplyAlpha, }); // Allocate memory for the mipmaps. Failure to do this before rendering // to the texture via the FBO, and calling generateMipmap later, // will result in the texture appearing blank. I can't pretend to // understand exactly why this is. if (CesiumMath.isPowerOfTwo(width) && CesiumMath.isPowerOfTwo(height)) { outputTexture.generateMipmap(MipmapHint.NICEST); } const south = rectangle.south; const north = rectangle.north; const webMercatorT = float32ArrayScratch; let outputIndex = 0; for (let webMercatorTIndex = 0; webMercatorTIndex < 64; ++webMercatorTIndex) { const fraction = webMercatorTIndex / 63.0; const latitude = CesiumMath.lerp(south, north, fraction); sinLatitude = Math.sin(latitude); const mercatorY = 0.5 * Math.log((1.0 + sinLatitude) / (1.0 - sinLatitude)); const mercatorFraction = (mercatorY - southMercatorY) * oneOverMercatorHeight; webMercatorT[outputIndex++] = mercatorFraction; webMercatorT[outputIndex++] = mercatorFraction; } reproject.vertexArray .getAttribute(1) .vertexBuffer.copyFromArrayView(webMercatorT); command.shaderProgram = reproject.shaderProgram; command.outputTexture = outputTexture; command.uniformMap = uniformMap; command.vertexArray = reproject.vertexArray; } /** * Gets the level with the specified world coordinate spacing between texels, or less. * * @param {ImageryLayer} layer The imagery layer to use. * @param {Number} texelSpacing The texel spacing for which to find a corresponding level. * @param {Number} latitudeClosestToEquator The latitude closest to the equator that we're concerned with. * @returns {Number} The level with the specified texel spacing or less. * @private */ function getLevelWithMaximumTexelSpacing( layer, texelSpacing, latitudeClosestToEquator ) { // PERFORMANCE_IDEA: factor out the stuff that doesn't change. const imageryProvider = layer._imageryProvider; const tilingScheme = imageryProvider.tilingScheme; const ellipsoid = tilingScheme.ellipsoid; const latitudeFactor = !( layer._imageryProvider.tilingScheme.projection instanceof GeographicProjection ) ? Math.cos(latitudeClosestToEquator) : 1.0; const tilingSchemeRectangle = tilingScheme.rectangle; const levelZeroMaximumTexelSpacing = (ellipsoid.maximumRadius * tilingSchemeRectangle.width * latitudeFactor) / (imageryProvider.tileWidth * tilingScheme.getNumberOfXTilesAtLevel(0)); const twoToTheLevelPower = levelZeroMaximumTexelSpacing / texelSpacing; const level = Math.log(twoToTheLevelPower) / Math.log(2); const rounded = Math.round(level); return rounded | 0; } export default ImageryLayer;