import defaultValue from "../Core/defaultValue.js"; import PointCloudEyeDomeLighting from "./PointCloudEyeDomeLighting.js"; /** * Options for performing point attenuation based on geometric error when rendering * point clouds using 3D Tiles. * * @param {Object} [options] Object with the following properties: * @param {Boolean} [options.attenuation=false] Perform point attenuation based on geometric error. * @param {Number} [options.geometricErrorScale=1.0] Scale to be applied to each tile's geometric error. * @param {Number} [options.maximumAttenuation] Maximum attenuation in pixels. Defaults to the Cesium3DTileset's maximumScreenSpaceError. * @param {Number} [options.baseResolution] Average base resolution for the dataset in meters. Substitute for Geometric Error when not available. * @param {Boolean} [options.eyeDomeLighting=true] When true, use eye dome lighting when drawing with point attenuation. * @param {Number} [options.eyeDomeLightingStrength=1.0] Increasing this value increases contrast on slopes and edges. * @param {Number} [options.eyeDomeLightingRadius=1.0] Increase the thickness of contours from eye dome lighting. * @param {Boolean} [options.backFaceCulling=false] Determines whether back-facing points are hidden. This option works only if data has normals included. * @param {Boolean} [options.normalShading=true] Determines whether a point cloud that contains normals is shaded by the scene's light source. * * @alias PointCloudShading * @constructor */ function PointCloudShading(options) { const pointCloudShading = defaultValue(options, {}); /** * Perform point attenuation based on geometric error. * @type {Boolean} * @default false */ this.attenuation = defaultValue(pointCloudShading.attenuation, false); /** * Scale to be applied to the geometric error before computing attenuation. * @type {Number} * @default 1.0 */ this.geometricErrorScale = defaultValue( pointCloudShading.geometricErrorScale, 1.0 ); /** * Maximum point attenuation in pixels. If undefined, the Cesium3DTileset's maximumScreenSpaceError will be used. * @type {Number} */ this.maximumAttenuation = pointCloudShading.maximumAttenuation; /** * Average base resolution for the dataset in meters. * Used in place of geometric error when geometric error is 0. * If undefined, an approximation will be computed for each tile that has geometric error of 0. * @type {Number} */ this.baseResolution = pointCloudShading.baseResolution; /** * Use eye dome lighting when drawing with point attenuation * Requires support for EXT_frag_depth, OES_texture_float, and WEBGL_draw_buffers extensions in WebGL 1.0, * otherwise eye dome lighting is ignored. * * @type {Boolean} * @default true */ this.eyeDomeLighting = defaultValue(pointCloudShading.eyeDomeLighting, true); /** * Eye dome lighting strength (apparent contrast) * @type {Number} * @default 1.0 */ this.eyeDomeLightingStrength = defaultValue( pointCloudShading.eyeDomeLightingStrength, 1.0 ); /** * Thickness of contours from eye dome lighting * @type {Number} * @default 1.0 */ this.eyeDomeLightingRadius = defaultValue( pointCloudShading.eyeDomeLightingRadius, 1.0 ); /** * Determines whether back-facing points are hidden. * This option works only if data has normals included. * * @type {Boolean} * @default false */ this.backFaceCulling = defaultValue(pointCloudShading.backFaceCulling, false); /** * Determines whether a point cloud that contains normals is shaded by the scene's light source. * * @type {Boolean} * @default true */ this.normalShading = defaultValue(pointCloudShading.normalShading, true); } /** * Determines if point cloud shading is supported. * * @param {Scene} scene The scene. * @returns {Boolean} true if point cloud shading is supported; otherwise, returns false */ PointCloudShading.isSupported = function (scene) { return PointCloudEyeDomeLighting.isSupported(scene.context); }; export default PointCloudShading;