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;