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- import Cartesian2 from "../Core/Cartesian2.js";
- import Cartesian4 from "../Core/Cartesian4.js";
- import Check from "../Core/Check.js";
- import Color from "../Core/Color.js";
- import createGuid from "../Core/createGuid.js";
- import defined from "../Core/defined.js";
- import destroyObject from "../Core/destroyObject.js";
- import DeveloperError from "../Core/DeveloperError.js";
- import PixelFormat from "../Core/PixelFormat.js";
- import ContextLimits from "../Renderer/ContextLimits.js";
- import PixelDatatype from "../Renderer/PixelDatatype.js";
- import Sampler from "../Renderer/Sampler.js";
- import Texture from "../Renderer/Texture.js";
- /**
- * An object that manages color, show/hide and picking textures for a batch
- * table or feature table.
- *
- * @param {object} options Object with the following properties:
- * @param {number} featuresLength The number of features in the batch table or feature table
- * @param {Cesium3DTileContent|ModelFeatureTable} owner The owner of this batch texture. For 3D Tiles, this will be a {@link Cesium3DTileContent}. For glTF models, this will be a {@link ModelFeatureTable}.
- * @param {object} [statistics] The statistics object to update with information about the batch texture.
- * @param {Function} [colorChangedCallback] A callback function that is called whenever the color of a feature changes.
- *
- * @alias BatchTexture
- * @constructor
- *
- * @private
- */
- function BatchTexture(options) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.number("options.featuresLength", options.featuresLength);
- Check.typeOf.object("options.owner", options.owner);
- //>>includeEnd('debug');
- this._id = createGuid();
- const featuresLength = options.featuresLength;
- // PERFORMANCE_IDEA: These parallel arrays probably generate cache misses in get/set color/show
- // and use A LOT of memory. How can we use less memory?
- this._showAlphaProperties = undefined; // [Show (0 or 255), Alpha (0 to 255)] property for each feature
- this._batchValues = undefined; // Per-feature RGBA (A is based on the color's alpha and feature's show property)
- this._batchValuesDirty = false;
- this._batchTexture = undefined;
- this._defaultTexture = undefined;
- this._pickTexture = undefined;
- this._pickIds = [];
- // Dimensions for batch and pick textures
- let textureDimensions;
- let textureStep;
- if (featuresLength > 0) {
- // PERFORMANCE_IDEA: this can waste memory in the last row in the uncommon case
- // when more than one row is needed (e.g., > 16K features in one tile)
- const width = Math.min(featuresLength, ContextLimits.maximumTextureSize);
- const height = Math.ceil(featuresLength / ContextLimits.maximumTextureSize);
- const stepX = 1.0 / width;
- const centerX = stepX * 0.5;
- const stepY = 1.0 / height;
- const centerY = stepY * 0.5;
- textureDimensions = new Cartesian2(width, height);
- textureStep = new Cartesian4(stepX, centerX, stepY, centerY);
- }
- this._translucentFeaturesLength = 0;
- this._featuresLength = featuresLength;
- this._textureDimensions = textureDimensions;
- this._textureStep = textureStep;
- this._owner = options.owner;
- this._statistics = options.statistics;
- this._colorChangedCallback = options.colorChangedCallback;
- }
- Object.defineProperties(BatchTexture.prototype, {
- /**
- * Number of features that are translucent
- *
- * @memberof BatchTexture.prototype
- * @type {number}
- * @readonly
- * @private
- */
- translucentFeaturesLength: {
- get: function () {
- return this._translucentFeaturesLength;
- },
- },
- /**
- * Total size of all GPU resources used by this batch texture.
- *
- * @memberof BatchTexture.prototype
- * @type {number}
- * @readonly
- * @private
- */
- byteLength: {
- get: function () {
- let memory = 0;
- if (defined(this._pickTexture)) {
- memory += this._pickTexture.sizeInBytes;
- }
- if (defined(this._batchTexture)) {
- memory += this._batchTexture.sizeInBytes;
- }
- return memory;
- },
- },
- /**
- * Dimensions of the underlying batch texture.
- *
- * @memberof BatchTexture.prototype
- * @type {Cartesian2}
- * @readonly
- * @private
- */
- textureDimensions: {
- get: function () {
- return this._textureDimensions;
- },
- },
- /**
- * Size of each texture and distance from side to center of a texel in
- * each direction. Stored as (stepX, centerX, stepY, centerY)
- *
- * @memberof BatchTexture.prototype
- * @type {Cartesian4}
- * @readonly
- * @private
- */
- textureStep: {
- get: function () {
- return this._textureStep;
- },
- },
- /**
- * The underlying texture used for styling. The texels are accessed
- * by batch ID, and the value is the color of this feature after accounting
- * for show/hide settings.
- *
- * @memberof BatchTexture.prototype
- * @type {Texture}
- * @readonly
- * @private
- */
- batchTexture: {
- get: function () {
- return this._batchTexture;
- },
- },
- /**
- * The default texture to use when there are no batch values
- *
- * @memberof BatchTexture.prototype
- * @type {Texture}
- * @readonly
- * @private
- */
- defaultTexture: {
- get: function () {
- return this._defaultTexture;
- },
- },
- /**
- * The underlying texture used for picking. The texels are accessed by
- * batch ID, and the value is the pick color.
- *
- * @memberof BatchTexture.prototype
- * @type {Texture}
- * @readonly
- * @private
- */
- pickTexture: {
- get: function () {
- return this._pickTexture;
- },
- },
- });
- BatchTexture.DEFAULT_COLOR_VALUE = Color.WHITE;
- BatchTexture.DEFAULT_SHOW_VALUE = true;
- function getByteLength(batchTexture) {
- const dimensions = batchTexture._textureDimensions;
- return dimensions.x * dimensions.y * 4;
- }
- function getBatchValues(batchTexture) {
- if (!defined(batchTexture._batchValues)) {
- // Default batch texture to RGBA = 255: white highlight (RGB) and show/alpha = true/255 (A).
- const byteLength = getByteLength(batchTexture);
- const bytes = new Uint8Array(byteLength).fill(255);
- batchTexture._batchValues = bytes;
- }
- return batchTexture._batchValues;
- }
- function getShowAlphaProperties(batchTexture) {
- if (!defined(batchTexture._showAlphaProperties)) {
- const byteLength = 2 * batchTexture._featuresLength;
- const bytes = new Uint8Array(byteLength).fill(255);
- // [Show = true, Alpha = 255]
- batchTexture._showAlphaProperties = bytes;
- }
- return batchTexture._showAlphaProperties;
- }
- function checkBatchId(batchId, featuresLength) {
- if (!defined(batchId) || batchId < 0 || batchId >= featuresLength) {
- throw new DeveloperError(
- `batchId is required and between zero and featuresLength - 1 (${featuresLength}` -
- +")."
- );
- }
- }
- /**
- * Set whether a feature is visible.
- *
- * @param {number} batchId the ID of the feature
- * @param {boolean} show <code>true</code> if the feature should be shown, <code>false</code> otherwise
- * @private
- */
- BatchTexture.prototype.setShow = function (batchId, show) {
- //>>includeStart('debug', pragmas.debug);
- checkBatchId(batchId, this._featuresLength);
- Check.typeOf.bool("show", show);
- //>>includeEnd('debug');
- if (show && !defined(this._showAlphaProperties)) {
- // Avoid allocating since the default is show = true
- return;
- }
- const showAlphaProperties = getShowAlphaProperties(this);
- const propertyOffset = batchId * 2;
- const newShow = show ? 255 : 0;
- if (showAlphaProperties[propertyOffset] !== newShow) {
- showAlphaProperties[propertyOffset] = newShow;
- const batchValues = getBatchValues(this);
- // Compute alpha used in the shader based on show and color.alpha properties
- const offset = batchId * 4 + 3;
- batchValues[offset] = show ? showAlphaProperties[propertyOffset + 1] : 0;
- this._batchValuesDirty = true;
- }
- };
- /**
- * Set the show for all features at once.
- *
- * @param {boolean} show <code>true</code> if the feature should be shown, <code>false</code> otherwise
- * @private
- */
- BatchTexture.prototype.setAllShow = function (show) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.bool("show", show);
- //>>includeEnd('debug');
- const featuresLength = this._featuresLength;
- for (let i = 0; i < featuresLength; ++i) {
- this.setShow(i, show);
- }
- };
- /**
- * Check the current show value for a feature
- *
- * @param {number} batchId the ID of the feature
- * @return {boolean} <code>true</code> if the feature is shown, or <code>false</code> otherwise
- * @private
- */
- BatchTexture.prototype.getShow = function (batchId) {
- //>>includeStart('debug', pragmas.debug);
- checkBatchId(batchId, this._featuresLength);
- //>>includeEnd('debug');
- if (!defined(this._showAlphaProperties)) {
- // Avoid allocating since the default is show = true
- return true;
- }
- const offset = batchId * 2;
- return this._showAlphaProperties[offset] === 255;
- };
- const scratchColorBytes = new Array(4);
- /**
- * Set the styling color of a feature
- *
- * @param {number} batchId the ID of the feature
- * @param {Color} color the color to assign to this feature.
- *
- * @private
- */
- BatchTexture.prototype.setColor = function (batchId, color) {
- //>>includeStart('debug', pragmas.debug);
- checkBatchId(batchId, this._featuresLength);
- Check.typeOf.object("color", color);
- //>>includeEnd('debug');
- if (
- Color.equals(color, BatchTexture.DEFAULT_COLOR_VALUE) &&
- !defined(this._batchValues)
- ) {
- // Avoid allocating since the default is white
- return;
- }
- const newColor = color.toBytes(scratchColorBytes);
- const newAlpha = newColor[3];
- const batchValues = getBatchValues(this);
- const offset = batchId * 4;
- const showAlphaProperties = getShowAlphaProperties(this);
- const propertyOffset = batchId * 2;
- if (
- batchValues[offset] !== newColor[0] ||
- batchValues[offset + 1] !== newColor[1] ||
- batchValues[offset + 2] !== newColor[2] ||
- showAlphaProperties[propertyOffset + 1] !== newAlpha
- ) {
- batchValues[offset] = newColor[0];
- batchValues[offset + 1] = newColor[1];
- batchValues[offset + 2] = newColor[2];
- const wasTranslucent = showAlphaProperties[propertyOffset + 1] !== 255;
- // Compute alpha used in the shader based on show and color.alpha properties
- const show = showAlphaProperties[propertyOffset] !== 0;
- batchValues[offset + 3] = show ? newAlpha : 0;
- showAlphaProperties[propertyOffset + 1] = newAlpha;
- // Track number of translucent features so we know if this tile needs
- // opaque commands, translucent commands, or both for rendering.
- const isTranslucent = newAlpha !== 255;
- if (isTranslucent && !wasTranslucent) {
- ++this._translucentFeaturesLength;
- } else if (!isTranslucent && wasTranslucent) {
- --this._translucentFeaturesLength;
- }
- this._batchValuesDirty = true;
- if (defined(this._colorChangedCallback)) {
- this._colorChangedCallback(batchId, color);
- }
- }
- };
- /**
- * Set the styling color for all features at once
- *
- * @param {Color} color the color to assign to all features.
- *
- * @private
- */
- BatchTexture.prototype.setAllColor = function (color) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object("color", color);
- //>>includeEnd('debug');
- const featuresLength = this._featuresLength;
- for (let i = 0; i < featuresLength; ++i) {
- this.setColor(i, color);
- }
- };
- /**
- * Get the current color of a feature
- *
- * @param {number} batchId The ID of the feature
- * @param {Color} result A color object where the result will be stored.
- * @return {Color} The color assigned to the selected feature
- *
- * @private
- */
- BatchTexture.prototype.getColor = function (batchId, result) {
- //>>includeStart('debug', pragmas.debug);
- checkBatchId(batchId, this._featuresLength);
- Check.typeOf.object("result", result);
- //>>includeEnd('debug');
- if (!defined(this._batchValues)) {
- return Color.clone(BatchTexture.DEFAULT_COLOR_VALUE, result);
- }
- const batchValues = this._batchValues;
- const offset = batchId * 4;
- const showAlphaProperties = this._showAlphaProperties;
- const propertyOffset = batchId * 2;
- return Color.fromBytes(
- batchValues[offset],
- batchValues[offset + 1],
- batchValues[offset + 2],
- showAlphaProperties[propertyOffset + 1],
- result
- );
- };
- /**
- * Get the pick color of a feature. This feature is an RGBA encoding of the
- * pick ID.
- *
- * @param {number} batchId The ID of the feature
- * @return {PickId} The picking color assigned to this feature
- *
- * @private
- */
- BatchTexture.prototype.getPickColor = function (batchId) {
- //>>includeStart('debug', pragmas.debug);
- checkBatchId(batchId, this._featuresLength);
- //>>includeEnd('debug');
- return this._pickIds[batchId];
- };
- function createTexture(batchTexture, context, bytes) {
- const dimensions = batchTexture._textureDimensions;
- return new Texture({
- context: context,
- pixelFormat: PixelFormat.RGBA,
- pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
- source: {
- width: dimensions.x,
- height: dimensions.y,
- arrayBufferView: bytes,
- },
- flipY: false,
- sampler: Sampler.NEAREST,
- });
- }
- function createPickTexture(batchTexture, context) {
- const featuresLength = batchTexture._featuresLength;
- if (!defined(batchTexture._pickTexture) && featuresLength > 0) {
- const pickIds = batchTexture._pickIds;
- const byteLength = getByteLength(batchTexture);
- const bytes = new Uint8Array(byteLength);
- const owner = batchTexture._owner;
- const statistics = batchTexture._statistics;
- // PERFORMANCE_IDEA: we could skip the pick texture completely by allocating
- // a continuous range of pickIds and then converting the base pickId + batchId
- // to RGBA in the shader. The only consider is precision issues, which might
- // not be an issue in WebGL 2.
- for (let i = 0; i < featuresLength; ++i) {
- const pickId = context.createPickId(owner.getFeature(i));
- pickIds.push(pickId);
- const pickColor = pickId.color;
- const offset = i * 4;
- bytes[offset] = Color.floatToByte(pickColor.red);
- bytes[offset + 1] = Color.floatToByte(pickColor.green);
- bytes[offset + 2] = Color.floatToByte(pickColor.blue);
- bytes[offset + 3] = Color.floatToByte(pickColor.alpha);
- }
- batchTexture._pickTexture = createTexture(batchTexture, context, bytes);
- // Make sure the tileset statistics are updated the frame when the pick
- // texture is created.
- if (defined(statistics)) {
- statistics.batchTableByteLength += batchTexture._pickTexture.sizeInBytes;
- }
- }
- }
- function updateBatchTexture(batchTexture) {
- const dimensions = batchTexture._textureDimensions;
- // PERFORMANCE_IDEA: Instead of rewriting the entire texture, use fine-grained
- // texture updates when less than, for example, 10%, of the values changed. Or
- // even just optimize the common case when one feature show/color changed.
- batchTexture._batchTexture.copyFrom({
- source: {
- width: dimensions.x,
- height: dimensions.y,
- arrayBufferView: batchTexture._batchValues,
- },
- });
- }
- BatchTexture.prototype.update = function (tileset, frameState) {
- const context = frameState.context;
- this._defaultTexture = context.defaultTexture;
- const passes = frameState.passes;
- if (passes.pick || passes.postProcess) {
- createPickTexture(this, context);
- }
- if (this._batchValuesDirty) {
- this._batchValuesDirty = false;
- // Create batch texture on-demand
- if (!defined(this._batchTexture)) {
- this._batchTexture = createTexture(this, context, this._batchValues);
- // Make sure the tileset statistics are updated the frame when the
- // batch texture is created.
- if (defined(this._statistics)) {
- this._statistics.batchTableByteLength += this._batchTexture.sizeInBytes;
- }
- }
- updateBatchTexture(this); // Apply per-feature show/color updates
- }
- };
- /**
- * Returns true if this object was destroyed; otherwise, false.
- * <p>
- * If this object was destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
- * </p>
- *
- * @returns {boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
- *
- * @see BatchTexture#destroy
- * @private
- */
- BatchTexture.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.
- * <p>
- * Once an object is destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
- * assign the return value (<code>undefined</code>) to the object as done in the example.
- * </p>
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- * @example
- * e = e && e.destroy();
- *
- * @see BatchTexture#isDestroyed
- * @private
- */
- BatchTexture.prototype.destroy = function () {
- this._batchTexture = this._batchTexture && this._batchTexture.destroy();
- this._pickTexture = this._pickTexture && this._pickTexture.destroy();
- const pickIds = this._pickIds;
- const length = pickIds.length;
- for (let i = 0; i < length; ++i) {
- pickIds[i].destroy();
- }
- return destroyObject(this);
- };
- export default BatchTexture;
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