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- import defined from "../Core/defined.js";
- import DrawCommand from "../Renderer/DrawCommand.js";
- import RenderState from "../Renderer/RenderState.js";
- import ShaderSource from "../Renderer/ShaderSource.js";
- /**
- * @private
- */
- function DerivedCommand() {}
- const fragDepthRegex = /\bgl_FragDepthEXT\b/;
- const discardRegex = /\bdiscard\b/;
- function getDepthOnlyShaderProgram(context, shaderProgram) {
- let shader = context.shaderCache.getDerivedShaderProgram(
- shaderProgram,
- "depthOnly"
- );
- if (!defined(shader)) {
- const attributeLocations = shaderProgram._attributeLocations;
- let fs = shaderProgram.fragmentShaderSource;
- let i;
- let writesDepthOrDiscards = false;
- const sources = fs.sources;
- let length = sources.length;
- for (i = 0; i < length; ++i) {
- if (fragDepthRegex.test(sources[i]) || discardRegex.test(sources[i])) {
- writesDepthOrDiscards = true;
- break;
- }
- }
- let usesLogDepth = false;
- const defines = fs.defines;
- length = defines.length;
- for (i = 0; i < length; ++i) {
- if (defines[i] === "LOG_DEPTH") {
- usesLogDepth = true;
- break;
- }
- }
- let source;
- if (!writesDepthOrDiscards && !usesLogDepth) {
- source =
- "void main() \n" + "{ \n" + " gl_FragColor = vec4(1.0); \n" + "} \n";
- fs = new ShaderSource({
- sources: [source],
- });
- } else if (!writesDepthOrDiscards && usesLogDepth) {
- source =
- "#ifdef GL_EXT_frag_depth \n" +
- "#extension GL_EXT_frag_depth : enable \n" +
- "#endif \n\n" +
- "void main() \n" +
- "{ \n" +
- " gl_FragColor = vec4(1.0); \n" +
- " czm_writeLogDepth(); \n" +
- "} \n";
- fs = new ShaderSource({
- defines: ["LOG_DEPTH"],
- sources: [source],
- });
- }
- shader = context.shaderCache.createDerivedShaderProgram(
- shaderProgram,
- "depthOnly",
- {
- vertexShaderSource: shaderProgram.vertexShaderSource,
- fragmentShaderSource: fs,
- attributeLocations: attributeLocations,
- }
- );
- }
- return shader;
- }
- function getDepthOnlyRenderState(scene, renderState) {
- const cache = scene._depthOnlyRenderStateCache;
- let depthOnlyState = cache[renderState.id];
- if (!defined(depthOnlyState)) {
- const rs = RenderState.getState(renderState);
- rs.depthMask = true;
- rs.colorMask = {
- red: false,
- green: false,
- blue: false,
- alpha: false,
- };
- depthOnlyState = RenderState.fromCache(rs);
- cache[renderState.id] = depthOnlyState;
- }
- return depthOnlyState;
- }
- DerivedCommand.createDepthOnlyDerivedCommand = function (
- scene,
- command,
- context,
- result
- ) {
- // For a depth only pass, we bind a framebuffer with only a depth attachment (no color attachments),
- // do not write color, and write depth. If the fragment shader doesn't modify the fragment depth
- // or discard, the driver can replace the fragment shader with a pass-through shader. We're unsure if this
- // actually happens so we modify the shader to use a pass-through fragment shader.
- if (!defined(result)) {
- result = {};
- }
- let shader;
- let renderState;
- if (defined(result.depthOnlyCommand)) {
- shader = result.depthOnlyCommand.shaderProgram;
- renderState = result.depthOnlyCommand.renderState;
- }
- result.depthOnlyCommand = DrawCommand.shallowClone(
- command,
- result.depthOnlyCommand
- );
- if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
- result.depthOnlyCommand.shaderProgram = getDepthOnlyShaderProgram(
- context,
- command.shaderProgram
- );
- result.depthOnlyCommand.renderState = getDepthOnlyRenderState(
- scene,
- command.renderState
- );
- result.shaderProgramId = command.shaderProgram.id;
- } else {
- result.depthOnlyCommand.shaderProgram = shader;
- result.depthOnlyCommand.renderState = renderState;
- }
- return result;
- };
- const writeLogDepthRegex = /\s+czm_writeLogDepth\(/;
- const vertexlogDepthRegex = /\s+czm_vertexLogDepth\(/;
- const extensionRegex = /\s*#extension\s+GL_EXT_frag_depth\s*:\s*enable/;
- function getLogDepthShaderProgram(context, shaderProgram) {
- let shader = context.shaderCache.getDerivedShaderProgram(
- shaderProgram,
- "logDepth"
- );
- if (!defined(shader)) {
- const attributeLocations = shaderProgram._attributeLocations;
- const vs = shaderProgram.vertexShaderSource.clone();
- const fs = shaderProgram.fragmentShaderSource.clone();
- vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
- vs.defines.push("LOG_DEPTH");
- fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
- fs.defines.push("LOG_DEPTH");
- let i;
- let logMain;
- let writesLogDepth = false;
- let sources = vs.sources;
- let length = sources.length;
- for (i = 0; i < length; ++i) {
- if (vertexlogDepthRegex.test(sources[i])) {
- writesLogDepth = true;
- break;
- }
- }
- if (!writesLogDepth) {
- for (i = 0; i < length; ++i) {
- sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");
- }
- logMain =
- "\n\n" +
- "void main() \n" +
- "{ \n" +
- " czm_log_depth_main(); \n" +
- " czm_vertexLogDepth(); \n" +
- "} \n";
- sources.push(logMain);
- }
- sources = fs.sources;
- length = sources.length;
- writesLogDepth = false;
- for (i = 0; i < length; ++i) {
- if (writeLogDepthRegex.test(sources[i])) {
- writesLogDepth = true;
- }
- }
- // This define indicates that a log depth value is written by the shader but doesn't use czm_writeLogDepth.
- if (fs.defines.indexOf("LOG_DEPTH_WRITE") !== -1) {
- writesLogDepth = true;
- }
- let addExtension = true;
- for (i = 0; i < length; ++i) {
- if (extensionRegex.test(sources[i])) {
- addExtension = false;
- }
- }
- let logSource = "";
- if (addExtension) {
- logSource +=
- "#ifdef GL_EXT_frag_depth \n" +
- "#extension GL_EXT_frag_depth : enable \n" +
- "#endif \n\n";
- }
- if (!writesLogDepth) {
- for (i = 0; i < length; i++) {
- sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");
- }
- logSource +=
- "\n" +
- "void main() \n" +
- "{ \n" +
- " czm_log_depth_main(); \n" +
- " czm_writeLogDepth(); \n" +
- "} \n";
- }
- sources.push(logSource);
- shader = context.shaderCache.createDerivedShaderProgram(
- shaderProgram,
- "logDepth",
- {
- vertexShaderSource: vs,
- fragmentShaderSource: fs,
- attributeLocations: attributeLocations,
- }
- );
- }
- return shader;
- }
- DerivedCommand.createLogDepthCommand = function (command, context, result) {
- if (!defined(result)) {
- result = {};
- }
- let shader;
- if (defined(result.command)) {
- shader = result.command.shaderProgram;
- }
- result.command = DrawCommand.shallowClone(command, result.command);
- if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
- result.command.shaderProgram = getLogDepthShaderProgram(
- context,
- command.shaderProgram
- );
- result.shaderProgramId = command.shaderProgram.id;
- } else {
- result.command.shaderProgram = shader;
- }
- return result;
- };
- function getPickShaderProgram(context, shaderProgram, pickId) {
- let shader = context.shaderCache.getDerivedShaderProgram(
- shaderProgram,
- "pick"
- );
- if (!defined(shader)) {
- const attributeLocations = shaderProgram._attributeLocations;
- let fs = shaderProgram.fragmentShaderSource;
- const sources = fs.sources;
- const length = sources.length;
- const newMain =
- `${
- "void main() \n" +
- "{ \n" +
- " czm_non_pick_main(); \n" +
- " if (gl_FragColor.a == 0.0) { \n" +
- " discard; \n" +
- " } \n" +
- " gl_FragColor = "
- }${pickId}; \n` + `} \n`;
- const newSources = new Array(length + 1);
- for (let i = 0; i < length; ++i) {
- newSources[i] = ShaderSource.replaceMain(sources[i], "czm_non_pick_main");
- }
- newSources[length] = newMain;
- fs = new ShaderSource({
- sources: newSources,
- defines: fs.defines,
- });
- shader = context.shaderCache.createDerivedShaderProgram(
- shaderProgram,
- "pick",
- {
- vertexShaderSource: shaderProgram.vertexShaderSource,
- fragmentShaderSource: fs,
- attributeLocations: attributeLocations,
- }
- );
- }
- return shader;
- }
- function getPickRenderState(scene, renderState) {
- const cache = scene.picking.pickRenderStateCache;
- let pickState = cache[renderState.id];
- if (!defined(pickState)) {
- const rs = RenderState.getState(renderState);
- rs.blending.enabled = false;
- // Turns on depth writing for opaque and translucent passes
- // Overlapping translucent geometry on the globe surface may exhibit z-fighting
- // during the pick pass which may not match the rendered scene. Once
- // terrain is on by default and ground primitives are used instead
- // this will become less of a problem.
- rs.depthMask = true;
- pickState = RenderState.fromCache(rs);
- cache[renderState.id] = pickState;
- }
- return pickState;
- }
- DerivedCommand.createPickDerivedCommand = function (
- scene,
- command,
- context,
- result
- ) {
- if (!defined(result)) {
- result = {};
- }
- let shader;
- let renderState;
- if (defined(result.pickCommand)) {
- shader = result.pickCommand.shaderProgram;
- renderState = result.pickCommand.renderState;
- }
- result.pickCommand = DrawCommand.shallowClone(command, result.pickCommand);
- if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
- result.pickCommand.shaderProgram = getPickShaderProgram(
- context,
- command.shaderProgram,
- command.pickId
- );
- result.pickCommand.renderState = getPickRenderState(
- scene,
- command.renderState
- );
- result.shaderProgramId = command.shaderProgram.id;
- } else {
- result.pickCommand.shaderProgram = shader;
- result.pickCommand.renderState = renderState;
- }
- return result;
- };
- function getHdrShaderProgram(context, shaderProgram) {
- let shader = context.shaderCache.getDerivedShaderProgram(
- shaderProgram,
- "HDR"
- );
- if (!defined(shader)) {
- const attributeLocations = shaderProgram._attributeLocations;
- const vs = shaderProgram.vertexShaderSource.clone();
- const fs = shaderProgram.fragmentShaderSource.clone();
- vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
- vs.defines.push("HDR");
- fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
- fs.defines.push("HDR");
- shader = context.shaderCache.createDerivedShaderProgram(
- shaderProgram,
- "HDR",
- {
- vertexShaderSource: vs,
- fragmentShaderSource: fs,
- attributeLocations: attributeLocations,
- }
- );
- }
- return shader;
- }
- DerivedCommand.createHdrCommand = function (command, context, result) {
- if (!defined(result)) {
- result = {};
- }
- let shader;
- if (defined(result.command)) {
- shader = result.command.shaderProgram;
- }
- result.command = DrawCommand.shallowClone(command, result.command);
- if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
- result.command.shaderProgram = getHdrShaderProgram(
- context,
- command.shaderProgram
- );
- result.shaderProgramId = command.shaderProgram.id;
- } else {
- result.command.shaderProgram = shader;
- }
- return result;
- };
- export default DerivedCommand;
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