import BoundingSphere from "../Core/BoundingSphere.js";
import Color from "../Core/Color.js";
import ComponentDatatype from "../Core/ComponentDatatype.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 EncodedCartesian3 from "../Core/EncodedCartesian3.js";
import CesiumMath from "../Core/Math.js";
import Matrix4 from "../Core/Matrix4.js";
import PrimitiveType from "../Core/PrimitiveType.js";
import WebGLConstants from "../Core/WebGLConstants.js";
import BufferUsage from "../Renderer/BufferUsage.js";
import ContextLimits from "../Renderer/ContextLimits.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 VertexArrayFacade from "../Renderer/VertexArrayFacade.js";
import PointPrimitiveCollectionFS from "../Shaders/PointPrimitiveCollectionFS.js";
import PointPrimitiveCollectionVS from "../Shaders/PointPrimitiveCollectionVS.js";
import BlendingState from "./BlendingState.js";
import BlendOption from "./BlendOption.js";
import PointPrimitive from "./PointPrimitive.js";
import SceneMode from "./SceneMode.js";
const SHOW_INDEX = PointPrimitive.SHOW_INDEX;
const POSITION_INDEX = PointPrimitive.POSITION_INDEX;
const COLOR_INDEX = PointPrimitive.COLOR_INDEX;
const OUTLINE_COLOR_INDEX = PointPrimitive.OUTLINE_COLOR_INDEX;
const OUTLINE_WIDTH_INDEX = PointPrimitive.OUTLINE_WIDTH_INDEX;
const PIXEL_SIZE_INDEX = PointPrimitive.PIXEL_SIZE_INDEX;
const SCALE_BY_DISTANCE_INDEX = PointPrimitive.SCALE_BY_DISTANCE_INDEX;
const TRANSLUCENCY_BY_DISTANCE_INDEX =
PointPrimitive.TRANSLUCENCY_BY_DISTANCE_INDEX;
const DISTANCE_DISPLAY_CONDITION_INDEX =
PointPrimitive.DISTANCE_DISPLAY_CONDITION_INDEX;
const DISABLE_DEPTH_DISTANCE_INDEX =
PointPrimitive.DISABLE_DEPTH_DISTANCE_INDEX;
const NUMBER_OF_PROPERTIES = PointPrimitive.NUMBER_OF_PROPERTIES;
const attributeLocations = {
positionHighAndSize: 0,
positionLowAndOutline: 1,
compressedAttribute0: 2, // color, outlineColor, pick color
compressedAttribute1: 3, // show, translucency by distance, some free space
scaleByDistance: 4,
distanceDisplayConditionAndDisableDepth: 5,
};
/**
* A renderable collection of points.
*
* Points are added and removed from the collection using {@link PointPrimitiveCollection#add}
* and {@link PointPrimitiveCollection#remove}.
*
* @alias PointPrimitiveCollection
* @constructor
*
* @param {Object} [options] Object with the following properties:
* @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms each point from model to world coordinates.
* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
* @param {BlendOption} [options.blendOption=BlendOption.OPAQUE_AND_TRANSLUCENT] The point blending option. The default
* is used for rendering both opaque and translucent points. However, if either all of the points are completely opaque or all are completely translucent,
* setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve performance by up to 2x.
* @param {Boolean} [options.show=true] Determines if the primitives in the collection will be shown.
*
* @performance For best performance, prefer a few collections, each with many points, to
* many collections with only a few points each. Organize collections so that points
* with the same update frequency are in the same collection, i.e., points that do not
* change should be in one collection; points that change every frame should be in another
* collection; and so on.
*
*
* @example
* // Create a pointPrimitive collection with two points
* const points = scene.primitives.add(new Cesium.PointPrimitiveCollection());
* points.add({
* position : new Cesium.Cartesian3(1.0, 2.0, 3.0),
* color : Cesium.Color.YELLOW
* });
* points.add({
* position : new Cesium.Cartesian3(4.0, 5.0, 6.0),
* color : Cesium.Color.CYAN
* });
*
* @see PointPrimitiveCollection#add
* @see PointPrimitiveCollection#remove
* @see PointPrimitive
*/
function PointPrimitiveCollection(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
this._sp = undefined;
this._spTranslucent = undefined;
this._rsOpaque = undefined;
this._rsTranslucent = undefined;
this._vaf = undefined;
this._pointPrimitives = [];
this._pointPrimitivesToUpdate = [];
this._pointPrimitivesToUpdateIndex = 0;
this._pointPrimitivesRemoved = false;
this._createVertexArray = false;
this._shaderScaleByDistance = false;
this._compiledShaderScaleByDistance = false;
this._shaderTranslucencyByDistance = false;
this._compiledShaderTranslucencyByDistance = false;
this._shaderDistanceDisplayCondition = false;
this._compiledShaderDistanceDisplayCondition = false;
this._shaderDisableDepthDistance = false;
this._compiledShaderDisableDepthDistance = false;
this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES);
this._maxPixelSize = 1.0;
this._baseVolume = new BoundingSphere();
this._baseVolumeWC = new BoundingSphere();
this._baseVolume2D = new BoundingSphere();
this._boundingVolume = new BoundingSphere();
this._boundingVolumeDirty = false;
this._colorCommands = [];
/**
* Determines if primitives in this collection will be shown.
*
* @type {Boolean}
* @default true
*/
this.show = defaultValue(options.show, true);
/**
* The 4x4 transformation matrix that transforms each point in this collection from model to world coordinates.
* When this is the identity matrix, the pointPrimitives are drawn in world coordinates, i.e., Earth's WGS84 coordinates.
* Local reference frames can be used by providing a different transformation matrix, like that returned
* by {@link Transforms.eastNorthUpToFixedFrame}.
*
* @type {Matrix4}
* @default {@link Matrix4.IDENTITY}
*
*
* @example
* const center = Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883);
* pointPrimitives.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center);
* pointPrimitives.add({
* color : Cesium.Color.ORANGE,
* position : new Cesium.Cartesian3(0.0, 0.0, 0.0) // center
* });
* pointPrimitives.add({
* color : Cesium.Color.YELLOW,
* position : new Cesium.Cartesian3(1000000.0, 0.0, 0.0) // east
* });
* pointPrimitives.add({
* color : Cesium.Color.GREEN,
* position : new Cesium.Cartesian3(0.0, 1000000.0, 0.0) // north
* });
* pointPrimitives.add({
* color : Cesium.Color.CYAN,
* position : new Cesium.Cartesian3(0.0, 0.0, 1000000.0) // up
* });
*
* @see Transforms.eastNorthUpToFixedFrame
*/
this.modelMatrix = Matrix4.clone(
defaultValue(options.modelMatrix, Matrix4.IDENTITY)
);
this._modelMatrix = Matrix4.clone(Matrix4.IDENTITY);
/**
* This property is for debugging only; it is not for production use nor is it optimized.
*
* Draws the bounding sphere for each draw command in the primitive. *
* * @type {Boolean} * * @default false */ this.debugShowBoundingVolume = defaultValue( options.debugShowBoundingVolume, false ); /** * The point blending option. The default is used for rendering both opaque and translucent points. * However, if either all of the points are completely opaque or all are completely translucent, * setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve * performance by up to 2x. * @type {BlendOption} * @default BlendOption.OPAQUE_AND_TRANSLUCENT */ this.blendOption = defaultValue( options.blendOption, BlendOption.OPAQUE_AND_TRANSLUCENT ); this._blendOption = undefined; this._mode = SceneMode.SCENE3D; this._maxTotalPointSize = 1; // The buffer usage for each attribute is determined based on the usage of the attribute over time. this._buffersUsage = [ BufferUsage.STATIC_DRAW, // SHOW_INDEX BufferUsage.STATIC_DRAW, // POSITION_INDEX BufferUsage.STATIC_DRAW, // COLOR_INDEX BufferUsage.STATIC_DRAW, // OUTLINE_COLOR_INDEX BufferUsage.STATIC_DRAW, // OUTLINE_WIDTH_INDEX BufferUsage.STATIC_DRAW, // PIXEL_SIZE_INDEX BufferUsage.STATIC_DRAW, // SCALE_BY_DISTANCE_INDEX BufferUsage.STATIC_DRAW, // TRANSLUCENCY_BY_DISTANCE_INDEX BufferUsage.STATIC_DRAW, // DISTANCE_DISPLAY_CONDITION_INDEX ]; const that = this; this._uniforms = { u_maxTotalPointSize: function () { return that._maxTotalPointSize; }, }; } Object.defineProperties(PointPrimitiveCollection.prototype, { /** * Returns the number of points in this collection. This is commonly used with * {@link PointPrimitiveCollection#get} to iterate over all the points * in the collection. * @memberof PointPrimitiveCollection.prototype * @type {Number} */ length: { get: function () { removePointPrimitives(this); return this._pointPrimitives.length; }, }, }); function destroyPointPrimitives(pointPrimitives) { const length = pointPrimitives.length; for (let i = 0; i < length; ++i) { if (pointPrimitives[i]) { pointPrimitives[i]._destroy(); } } } /** * Creates and adds a point with the specified initial properties to the collection. * The added point is returned so it can be modified or removed from the collection later. * * @param {Object}[options] A template describing the point's properties as shown in Example 1. * @returns {PointPrimitive} The point that was added to the collection. * * @performance Callingadd
is expected constant time. However, the collection's vertex buffer
* is rewritten - an O(n)
operation that also incurs CPU to GPU overhead. For
* best performance, add as many pointPrimitives as possible before calling update
.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* // Example 1: Add a point, specifying all the default values.
* const p = pointPrimitives.add({
* show : true,
* position : Cesium.Cartesian3.ZERO,
* pixelSize : 10.0,
* color : Cesium.Color.WHITE,
* outlineColor : Cesium.Color.TRANSPARENT,
* outlineWidth : 0.0,
* id : undefined
* });
*
* @example
* // Example 2: Specify only the point's cartographic position.
* const p = pointPrimitives.add({
* position : Cesium.Cartesian3.fromDegrees(longitude, latitude, height)
* });
*
* @see PointPrimitiveCollection#remove
* @see PointPrimitiveCollection#removeAll
*/
PointPrimitiveCollection.prototype.add = function (options) {
const p = new PointPrimitive(options, this);
p._index = this._pointPrimitives.length;
this._pointPrimitives.push(p);
this._createVertexArray = true;
return p;
};
/**
* Removes a point from the collection.
*
* @param {PointPrimitive} pointPrimitive The point to remove.
* @returns {Boolean} true
if the point was removed; false
if the point was not found in the collection.
*
* @performance Calling remove
is expected constant time. However, the collection's vertex buffer
* is rewritten - an O(n)
operation that also incurs CPU to GPU overhead. For
* best performance, remove as many points as possible before calling update
.
* If you intend to temporarily hide a point, it is usually more efficient to call
* {@link PointPrimitive#show} instead of removing and re-adding the point.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* const p = pointPrimitives.add(...);
* pointPrimitives.remove(p); // Returns true
*
* @see PointPrimitiveCollection#add
* @see PointPrimitiveCollection#removeAll
* @see PointPrimitive#show
*/
PointPrimitiveCollection.prototype.remove = function (pointPrimitive) {
if (this.contains(pointPrimitive)) {
this._pointPrimitives[pointPrimitive._index] = null; // Removed later
this._pointPrimitivesRemoved = true;
this._createVertexArray = true;
pointPrimitive._destroy();
return true;
}
return false;
};
/**
* Removes all points from the collection.
*
* @performance O(n)
. It is more efficient to remove all the points
* from a collection and then add new ones than to create a new collection entirely.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* pointPrimitives.add(...);
* pointPrimitives.add(...);
* pointPrimitives.removeAll();
*
* @see PointPrimitiveCollection#add
* @see PointPrimitiveCollection#remove
*/
PointPrimitiveCollection.prototype.removeAll = function () {
destroyPointPrimitives(this._pointPrimitives);
this._pointPrimitives = [];
this._pointPrimitivesToUpdate = [];
this._pointPrimitivesToUpdateIndex = 0;
this._pointPrimitivesRemoved = false;
this._createVertexArray = true;
};
function removePointPrimitives(pointPrimitiveCollection) {
if (pointPrimitiveCollection._pointPrimitivesRemoved) {
pointPrimitiveCollection._pointPrimitivesRemoved = false;
const newPointPrimitives = [];
const pointPrimitives = pointPrimitiveCollection._pointPrimitives;
const length = pointPrimitives.length;
for (let i = 0, j = 0; i < length; ++i) {
const pointPrimitive = pointPrimitives[i];
if (pointPrimitive) {
pointPrimitive._index = j++;
newPointPrimitives.push(pointPrimitive);
}
}
pointPrimitiveCollection._pointPrimitives = newPointPrimitives;
}
}
PointPrimitiveCollection.prototype._updatePointPrimitive = function (
pointPrimitive,
propertyChanged
) {
if (!pointPrimitive._dirty) {
this._pointPrimitivesToUpdate[
this._pointPrimitivesToUpdateIndex++
] = pointPrimitive;
}
++this._propertiesChanged[propertyChanged];
};
/**
* Check whether this collection contains a given point.
*
* @param {PointPrimitive} [pointPrimitive] The point to check for.
* @returns {Boolean} true if this collection contains the point, false otherwise.
*
* @see PointPrimitiveCollection#get
*/
PointPrimitiveCollection.prototype.contains = function (pointPrimitive) {
return (
defined(pointPrimitive) && pointPrimitive._pointPrimitiveCollection === this
);
};
/**
* Returns the point in the collection at the specified index. Indices are zero-based
* and increase as points are added. Removing a point shifts all points after
* it to the left, changing their indices. This function is commonly used with
* {@link PointPrimitiveCollection#length} to iterate over all the points
* in the collection.
*
* @param {Number} index The zero-based index of the point.
* @returns {PointPrimitive} The point at the specified index.
*
* @performance Expected constant time. If points were removed from the collection and
* {@link PointPrimitiveCollection#update} was not called, an implicit O(n)
* operation is performed.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* // Toggle the show property of every point in the collection
* const len = pointPrimitives.length;
* for (let i = 0; i < len; ++i) {
* const p = pointPrimitives.get(i);
* p.show = !p.show;
* }
*
* @see PointPrimitiveCollection#length
*/
PointPrimitiveCollection.prototype.get = function (index) {
//>>includeStart('debug', pragmas.debug);
if (!defined(index)) {
throw new DeveloperError("index is required.");
}
//>>includeEnd('debug');
removePointPrimitives(this);
return this._pointPrimitives[index];
};
PointPrimitiveCollection.prototype.computeNewBuffersUsage = function () {
const buffersUsage = this._buffersUsage;
let usageChanged = false;
const properties = this._propertiesChanged;
for (let k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
const newUsage =
properties[k] === 0 ? BufferUsage.STATIC_DRAW : BufferUsage.STREAM_DRAW;
usageChanged = usageChanged || buffersUsage[k] !== newUsage;
buffersUsage[k] = newUsage;
}
return usageChanged;
};
function createVAF(context, numberOfPointPrimitives, buffersUsage) {
return new VertexArrayFacade(
context,
[
{
index: attributeLocations.positionHighAndSize,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.FLOAT,
usage: buffersUsage[POSITION_INDEX],
},
{
index: attributeLocations.positionLowAndShow,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.FLOAT,
usage: buffersUsage[POSITION_INDEX],
},
{
index: attributeLocations.compressedAttribute0,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.FLOAT,
usage: buffersUsage[COLOR_INDEX],
},
{
index: attributeLocations.compressedAttribute1,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.FLOAT,
usage: buffersUsage[TRANSLUCENCY_BY_DISTANCE_INDEX],
},
{
index: attributeLocations.scaleByDistance,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.FLOAT,
usage: buffersUsage[SCALE_BY_DISTANCE_INDEX],
},
{
index: attributeLocations.distanceDisplayConditionAndDisableDepth,
componentsPerAttribute: 3,
componentDatatype: ComponentDatatype.FLOAT,
usage: buffersUsage[DISTANCE_DISPLAY_CONDITION_INDEX],
},
],
numberOfPointPrimitives
); // 1 vertex per pointPrimitive
}
///////////////////////////////////////////////////////////////////////////
// PERFORMANCE_IDEA: Save memory if a property is the same for all pointPrimitives, use a latched attribute state,
// instead of storing it in a vertex buffer.
const writePositionScratch = new EncodedCartesian3();
function writePositionSizeAndOutline(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
) {
const i = pointPrimitive._index;
const position = pointPrimitive._getActualPosition();
if (pointPrimitiveCollection._mode === SceneMode.SCENE3D) {
BoundingSphere.expand(
pointPrimitiveCollection._baseVolume,
position,
pointPrimitiveCollection._baseVolume
);
pointPrimitiveCollection._boundingVolumeDirty = true;
}
EncodedCartesian3.fromCartesian(position, writePositionScratch);
const pixelSize = pointPrimitive.pixelSize;
const outlineWidth = pointPrimitive.outlineWidth;
pointPrimitiveCollection._maxPixelSize = Math.max(
pointPrimitiveCollection._maxPixelSize,
pixelSize + outlineWidth
);
const positionHighWriter = vafWriters[attributeLocations.positionHighAndSize];
const high = writePositionScratch.high;
positionHighWriter(i, high.x, high.y, high.z, pixelSize);
const positionLowWriter =
vafWriters[attributeLocations.positionLowAndOutline];
const low = writePositionScratch.low;
positionLowWriter(i, low.x, low.y, low.z, outlineWidth);
}
const LEFT_SHIFT16 = 65536.0; // 2^16
const LEFT_SHIFT8 = 256.0; // 2^8
function writeCompressedAttrib0(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
) {
const i = pointPrimitive._index;
const color = pointPrimitive.color;
const pickColor = pointPrimitive.getPickId(context).color;
const outlineColor = pointPrimitive.outlineColor;
let red = Color.floatToByte(color.red);
let green = Color.floatToByte(color.green);
let blue = Color.floatToByte(color.blue);
const compressed0 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
red = Color.floatToByte(outlineColor.red);
green = Color.floatToByte(outlineColor.green);
blue = Color.floatToByte(outlineColor.blue);
const compressed1 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
red = Color.floatToByte(pickColor.red);
green = Color.floatToByte(pickColor.green);
blue = Color.floatToByte(pickColor.blue);
const compressed2 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
const compressed3 =
Color.floatToByte(color.alpha) * LEFT_SHIFT16 +
Color.floatToByte(outlineColor.alpha) * LEFT_SHIFT8 +
Color.floatToByte(pickColor.alpha);
const writer = vafWriters[attributeLocations.compressedAttribute0];
writer(i, compressed0, compressed1, compressed2, compressed3);
}
function writeCompressedAttrib1(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
) {
const i = pointPrimitive._index;
let near = 0.0;
let nearValue = 1.0;
let far = 1.0;
let farValue = 1.0;
const translucency = pointPrimitive.translucencyByDistance;
if (defined(translucency)) {
near = translucency.near;
nearValue = translucency.nearValue;
far = translucency.far;
farValue = translucency.farValue;
if (nearValue !== 1.0 || farValue !== 1.0) {
// translucency by distance calculation in shader need not be enabled
// until a pointPrimitive with near and far !== 1.0 is found
pointPrimitiveCollection._shaderTranslucencyByDistance = true;
}
}
let show = pointPrimitive.show && pointPrimitive.clusterShow;
// If the color alphas are zero, do not show this pointPrimitive. This lets us avoid providing
// color during the pick pass and also eliminates a discard in the fragment shader.
if (
pointPrimitive.color.alpha === 0.0 &&
pointPrimitive.outlineColor.alpha === 0.0
) {
show = false;
}
nearValue = CesiumMath.clamp(nearValue, 0.0, 1.0);
nearValue = nearValue === 1.0 ? 255.0 : (nearValue * 255.0) | 0;
const compressed0 = (show ? 1.0 : 0.0) * LEFT_SHIFT8 + nearValue;
farValue = CesiumMath.clamp(farValue, 0.0, 1.0);
farValue = farValue === 1.0 ? 255.0 : (farValue * 255.0) | 0;
const compressed1 = farValue;
const writer = vafWriters[attributeLocations.compressedAttribute1];
writer(i, compressed0, compressed1, near, far);
}
function writeScaleByDistance(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
) {
const i = pointPrimitive._index;
const writer = vafWriters[attributeLocations.scaleByDistance];
let near = 0.0;
let nearValue = 1.0;
let far = 1.0;
let farValue = 1.0;
const scale = pointPrimitive.scaleByDistance;
if (defined(scale)) {
near = scale.near;
nearValue = scale.nearValue;
far = scale.far;
farValue = scale.farValue;
if (nearValue !== 1.0 || farValue !== 1.0) {
// scale by distance calculation in shader need not be enabled
// until a pointPrimitive with near and far !== 1.0 is found
pointPrimitiveCollection._shaderScaleByDistance = true;
}
}
writer(i, near, nearValue, far, farValue);
}
function writeDistanceDisplayConditionAndDepthDisable(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
) {
const i = pointPrimitive._index;
const writer =
vafWriters[attributeLocations.distanceDisplayConditionAndDisableDepth];
let near = 0.0;
let far = Number.MAX_VALUE;
const distanceDisplayCondition = pointPrimitive.distanceDisplayCondition;
if (defined(distanceDisplayCondition)) {
near = distanceDisplayCondition.near;
far = distanceDisplayCondition.far;
near *= near;
far *= far;
pointPrimitiveCollection._shaderDistanceDisplayCondition = true;
}
let disableDepthTestDistance = pointPrimitive.disableDepthTestDistance;
disableDepthTestDistance *= disableDepthTestDistance;
if (disableDepthTestDistance > 0.0) {
pointPrimitiveCollection._shaderDisableDepthDistance = true;
if (disableDepthTestDistance === Number.POSITIVE_INFINITY) {
disableDepthTestDistance = -1.0;
}
}
writer(i, near, far, disableDepthTestDistance);
}
function writePointPrimitive(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
) {
writePositionSizeAndOutline(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
);
writeCompressedAttrib0(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
);
writeCompressedAttrib1(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
);
writeScaleByDistance(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
);
writeDistanceDisplayConditionAndDepthDisable(
pointPrimitiveCollection,
context,
vafWriters,
pointPrimitive
);
}
function recomputeActualPositions(
pointPrimitiveCollection,
pointPrimitives,
length,
frameState,
modelMatrix,
recomputeBoundingVolume
) {
let boundingVolume;
if (frameState.mode === SceneMode.SCENE3D) {
boundingVolume = pointPrimitiveCollection._baseVolume;
pointPrimitiveCollection._boundingVolumeDirty = true;
} else {
boundingVolume = pointPrimitiveCollection._baseVolume2D;
}
const positions = [];
for (let i = 0; i < length; ++i) {
const pointPrimitive = pointPrimitives[i];
const position = pointPrimitive.position;
const actualPosition = PointPrimitive._computeActualPosition(
position,
frameState,
modelMatrix
);
if (defined(actualPosition)) {
pointPrimitive._setActualPosition(actualPosition);
if (recomputeBoundingVolume) {
positions.push(actualPosition);
} else {
BoundingSphere.expand(boundingVolume, actualPosition, boundingVolume);
}
}
}
if (recomputeBoundingVolume) {
BoundingSphere.fromPoints(positions, boundingVolume);
}
}
function updateMode(pointPrimitiveCollection, frameState) {
const mode = frameState.mode;
const pointPrimitives = pointPrimitiveCollection._pointPrimitives;
const pointPrimitivesToUpdate =
pointPrimitiveCollection._pointPrimitivesToUpdate;
const modelMatrix = pointPrimitiveCollection._modelMatrix;
if (
pointPrimitiveCollection._createVertexArray ||
pointPrimitiveCollection._mode !== mode ||
(mode !== SceneMode.SCENE3D &&
!Matrix4.equals(modelMatrix, pointPrimitiveCollection.modelMatrix))
) {
pointPrimitiveCollection._mode = mode;
Matrix4.clone(pointPrimitiveCollection.modelMatrix, modelMatrix);
pointPrimitiveCollection._createVertexArray = true;
if (
mode === SceneMode.SCENE3D ||
mode === SceneMode.SCENE2D ||
mode === SceneMode.COLUMBUS_VIEW
) {
recomputeActualPositions(
pointPrimitiveCollection,
pointPrimitives,
pointPrimitives.length,
frameState,
modelMatrix,
true
);
}
} else if (mode === SceneMode.MORPHING) {
recomputeActualPositions(
pointPrimitiveCollection,
pointPrimitives,
pointPrimitives.length,
frameState,
modelMatrix,
true
);
} else if (mode === SceneMode.SCENE2D || mode === SceneMode.COLUMBUS_VIEW) {
recomputeActualPositions(
pointPrimitiveCollection,
pointPrimitivesToUpdate,
pointPrimitiveCollection._pointPrimitivesToUpdateIndex,
frameState,
modelMatrix,
false
);
}
}
function updateBoundingVolume(collection, frameState, boundingVolume) {
const pixelSize = frameState.camera.getPixelSize(
boundingVolume,
frameState.context.drawingBufferWidth,
frameState.context.drawingBufferHeight
);
const size = pixelSize * collection._maxPixelSize;
boundingVolume.radius += size;
}
const scratchWriterArray = [];
/**
* @private
*/
PointPrimitiveCollection.prototype.update = function (frameState) {
removePointPrimitives(this);
if (!this.show) {
return;
}
this._maxTotalPointSize = ContextLimits.maximumAliasedPointSize;
updateMode(this, frameState);
const pointPrimitives = this._pointPrimitives;
const pointPrimitivesLength = pointPrimitives.length;
const pointPrimitivesToUpdate = this._pointPrimitivesToUpdate;
const pointPrimitivesToUpdateLength = this._pointPrimitivesToUpdateIndex;
const properties = this._propertiesChanged;
const createVertexArray = this._createVertexArray;
let vafWriters;
const context = frameState.context;
const pass = frameState.passes;
const picking = pass.pick;
// PERFORMANCE_IDEA: Round robin multiple buffers.
if (createVertexArray || (!picking && this.computeNewBuffersUsage())) {
this._createVertexArray = false;
for (let k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
properties[k] = 0;
}
this._vaf = this._vaf && this._vaf.destroy();
if (pointPrimitivesLength > 0) {
// PERFORMANCE_IDEA: Instead of creating a new one, resize like std::vector.
this._vaf = createVAF(context, pointPrimitivesLength, this._buffersUsage);
vafWriters = this._vaf.writers;
// Rewrite entire buffer if pointPrimitives were added or removed.
for (let i = 0; i < pointPrimitivesLength; ++i) {
const pointPrimitive = this._pointPrimitives[i];
pointPrimitive._dirty = false; // In case it needed an update.
writePointPrimitive(this, context, vafWriters, pointPrimitive);
}
this._vaf.commit();
}
this._pointPrimitivesToUpdateIndex = 0;
} else if (pointPrimitivesToUpdateLength > 0) {
// PointPrimitives were modified, but none were added or removed.
const writers = scratchWriterArray;
writers.length = 0;
if (
properties[POSITION_INDEX] ||
properties[OUTLINE_WIDTH_INDEX] ||
properties[PIXEL_SIZE_INDEX]
) {
writers.push(writePositionSizeAndOutline);
}
if (properties[COLOR_INDEX] || properties[OUTLINE_COLOR_INDEX]) {
writers.push(writeCompressedAttrib0);
}
if (properties[SHOW_INDEX] || properties[TRANSLUCENCY_BY_DISTANCE_INDEX]) {
writers.push(writeCompressedAttrib1);
}
if (properties[SCALE_BY_DISTANCE_INDEX]) {
writers.push(writeScaleByDistance);
}
if (
properties[DISTANCE_DISPLAY_CONDITION_INDEX] ||
properties[DISABLE_DEPTH_DISTANCE_INDEX]
) {
writers.push(writeDistanceDisplayConditionAndDepthDisable);
}
const numWriters = writers.length;
vafWriters = this._vaf.writers;
if (pointPrimitivesToUpdateLength / pointPrimitivesLength > 0.1) {
// If more than 10% of pointPrimitive change, rewrite the entire buffer.
// PERFORMANCE_IDEA: I totally made up 10% :).
for (let m = 0; m < pointPrimitivesToUpdateLength; ++m) {
const b = pointPrimitivesToUpdate[m];
b._dirty = false;
for (let n = 0; n < numWriters; ++n) {
writers[n](this, context, vafWriters, b);
}
}
this._vaf.commit();
} else {
for (let h = 0; h < pointPrimitivesToUpdateLength; ++h) {
const bb = pointPrimitivesToUpdate[h];
bb._dirty = false;
for (let o = 0; o < numWriters; ++o) {
writers[o](this, context, vafWriters, bb);
}
this._vaf.subCommit(bb._index, 1);
}
this._vaf.endSubCommits();
}
this._pointPrimitivesToUpdateIndex = 0;
}
// If the number of total pointPrimitives ever shrinks considerably
// Truncate pointPrimitivesToUpdate so that we free memory that we're
// not going to be using.
if (pointPrimitivesToUpdateLength > pointPrimitivesLength * 1.5) {
pointPrimitivesToUpdate.length = pointPrimitivesLength;
}
if (!defined(this._vaf) || !defined(this._vaf.va)) {
return;
}
if (this._boundingVolumeDirty) {
this._boundingVolumeDirty = false;
BoundingSphere.transform(
this._baseVolume,
this.modelMatrix,
this._baseVolumeWC
);
}
let boundingVolume;
let modelMatrix = Matrix4.IDENTITY;
if (frameState.mode === SceneMode.SCENE3D) {
modelMatrix = this.modelMatrix;
boundingVolume = BoundingSphere.clone(
this._baseVolumeWC,
this._boundingVolume
);
} else {
boundingVolume = BoundingSphere.clone(
this._baseVolume2D,
this._boundingVolume
);
}
updateBoundingVolume(this, frameState, boundingVolume);
const blendOptionChanged = this._blendOption !== this.blendOption;
this._blendOption = this.blendOption;
if (blendOptionChanged) {
if (
this._blendOption === BlendOption.OPAQUE ||
this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT
) {
this._rsOpaque = RenderState.fromCache({
depthTest: {
enabled: true,
func: WebGLConstants.LEQUAL,
},
depthMask: true,
});
} else {
this._rsOpaque = undefined;
}
if (
this._blendOption === BlendOption.TRANSLUCENT ||
this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT
) {
this._rsTranslucent = RenderState.fromCache({
depthTest: {
enabled: true,
func: WebGLConstants.LEQUAL,
},
depthMask: false,
blending: BlendingState.ALPHA_BLEND,
});
} else {
this._rsTranslucent = undefined;
}
}
this._shaderDisableDepthDistance =
this._shaderDisableDepthDistance ||
frameState.minimumDisableDepthTestDistance !== 0.0;
let vs;
let fs;
if (
blendOptionChanged ||
(this._shaderScaleByDistance && !this._compiledShaderScaleByDistance) ||
(this._shaderTranslucencyByDistance &&
!this._compiledShaderTranslucencyByDistance) ||
(this._shaderDistanceDisplayCondition &&
!this._compiledShaderDistanceDisplayCondition) ||
this._shaderDisableDepthDistance !==
this._compiledShaderDisableDepthDistance
) {
vs = new ShaderSource({
sources: [PointPrimitiveCollectionVS],
});
if (this._shaderScaleByDistance) {
vs.defines.push("EYE_DISTANCE_SCALING");
}
if (this._shaderTranslucencyByDistance) {
vs.defines.push("EYE_DISTANCE_TRANSLUCENCY");
}
if (this._shaderDistanceDisplayCondition) {
vs.defines.push("DISTANCE_DISPLAY_CONDITION");
}
if (this._shaderDisableDepthDistance) {
vs.defines.push("DISABLE_DEPTH_DISTANCE");
}
if (this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) {
fs = new ShaderSource({
defines: ["OPAQUE"],
sources: [PointPrimitiveCollectionFS],
});
this._sp = ShaderProgram.replaceCache({
context: context,
shaderProgram: this._sp,
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
});
fs = new ShaderSource({
defines: ["TRANSLUCENT"],
sources: [PointPrimitiveCollectionFS],
});
this._spTranslucent = ShaderProgram.replaceCache({
context: context,
shaderProgram: this._spTranslucent,
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
});
}
if (this._blendOption === BlendOption.OPAQUE) {
fs = new ShaderSource({
sources: [PointPrimitiveCollectionFS],
});
this._sp = ShaderProgram.replaceCache({
context: context,
shaderProgram: this._sp,
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
});
}
if (this._blendOption === BlendOption.TRANSLUCENT) {
fs = new ShaderSource({
sources: [PointPrimitiveCollectionFS],
});
this._spTranslucent = ShaderProgram.replaceCache({
context: context,
shaderProgram: this._spTranslucent,
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
});
}
this._compiledShaderScaleByDistance = this._shaderScaleByDistance;
this._compiledShaderTranslucencyByDistance = this._shaderTranslucencyByDistance;
this._compiledShaderDistanceDisplayCondition = this._shaderDistanceDisplayCondition;
this._compiledShaderDisableDepthDistance = this._shaderDisableDepthDistance;
}
let va;
let vaLength;
let command;
let j;
const commandList = frameState.commandList;
if (pass.render || picking) {
const colorList = this._colorCommands;
const opaque = this._blendOption === BlendOption.OPAQUE;
const opaqueAndTranslucent =
this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT;
va = this._vaf.va;
vaLength = va.length;
colorList.length = vaLength;
const totalLength = opaqueAndTranslucent ? vaLength * 2 : vaLength;
for (j = 0; j < totalLength; ++j) {
const opaqueCommand = opaque || (opaqueAndTranslucent && j % 2 === 0);
command = colorList[j];
if (!defined(command)) {
command = colorList[j] = new DrawCommand();
}
command.primitiveType = PrimitiveType.POINTS;
command.pass =
opaqueCommand || !opaqueAndTranslucent ? Pass.OPAQUE : Pass.TRANSLUCENT;
command.owner = this;
const index = opaqueAndTranslucent ? Math.floor(j / 2.0) : j;
command.boundingVolume = boundingVolume;
command.modelMatrix = modelMatrix;
command.shaderProgram = opaqueCommand ? this._sp : this._spTranslucent;
command.uniformMap = this._uniforms;
command.vertexArray = va[index].va;
command.renderState = opaqueCommand
? this._rsOpaque
: this._rsTranslucent;
command.debugShowBoundingVolume = this.debugShowBoundingVolume;
command.pickId = "v_pickColor";
commandList.push(command);
}
}
};
/**
* Returns true if this object was destroyed; otherwise, false.
* isDestroyed
will result in a {@link DeveloperError} exception.
*
* @returns {Boolean} true
if this object was destroyed; otherwise, false
.
*
* @see PointPrimitiveCollection#destroy
*/
PointPrimitiveCollection.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.
* 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
* pointPrimitives = pointPrimitives && pointPrimitives.destroy();
*
* @see PointPrimitiveCollection#isDestroyed
*/
PointPrimitiveCollection.prototype.destroy = function () {
this._sp = this._sp && this._sp.destroy();
this._spTranslucent = this._spTranslucent && this._spTranslucent.destroy();
this._spPick = this._spPick && this._spPick.destroy();
this._vaf = this._vaf && this._vaf.destroy();
destroyPointPrimitives(this._pointPrimitives);
return destroyObject(this);
};
export default PointPrimitiveCollection;