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- import Cartesian2 from "../Core/Cartesian2.js";
- import Cartesian4 from "../Core/Cartesian4.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 FeatureDetection from "../Core/FeatureDetection.js";
- import GeographicProjection from "../Core/GeographicProjection.js";
- import IndexDatatype from "../Core/IndexDatatype.js";
- import CesiumMath from "../Core/Math.js";
- import PixelFormat from "../Core/PixelFormat.js";
- import Rectangle from "../Core/Rectangle.js";
- import Request from "../Core/Request.js";
- import RequestState from "../Core/RequestState.js";
- import RequestType from "../Core/RequestType.js";
- import TerrainProvider from "../Core/TerrainProvider.js";
- import TileProviderError from "../Core/TileProviderError.js";
- import WebMercatorProjection from "../Core/WebMercatorProjection.js";
- import Buffer from "../Renderer/Buffer.js";
- import BufferUsage from "../Renderer/BufferUsage.js";
- import ComputeCommand from "../Renderer/ComputeCommand.js";
- import ContextLimits from "../Renderer/ContextLimits.js";
- import MipmapHint from "../Renderer/MipmapHint.js";
- import Sampler from "../Renderer/Sampler.js";
- import ShaderProgram from "../Renderer/ShaderProgram.js";
- import ShaderSource from "../Renderer/ShaderSource.js";
- import Texture from "../Renderer/Texture.js";
- import TextureMagnificationFilter from "../Renderer/TextureMagnificationFilter.js";
- import TextureMinificationFilter from "../Renderer/TextureMinificationFilter.js";
- import TextureWrap from "../Renderer/TextureWrap.js";
- import VertexArray from "../Renderer/VertexArray.js";
- import ReprojectWebMercatorFS from "../Shaders/ReprojectWebMercatorFS.js";
- import ReprojectWebMercatorVS from "../Shaders/ReprojectWebMercatorVS.js";
- import Imagery from "./Imagery.js";
- import ImageryState from "./ImageryState.js";
- import SplitDirection from "./SplitDirection.js";
- import TileImagery from "./TileImagery.js";
- /**
- * An imagery layer that displays tiled image data from a single imagery provider
- * on a {@link Globe}.
- *
- * @alias ImageryLayer
- * @constructor
- *
- * @param {ImageryProvider} imageryProvider The imagery provider to use.
- * @param {Object} [options] Object with the following properties:
- * @param {Rectangle} [options.rectangle=imageryProvider.rectangle] The rectangle of the layer. This rectangle
- * can limit the visible portion of the imagery provider.
- * @param {Number|Function} [options.alpha=1.0] The alpha blending value of this layer, from 0.0 to 1.0.
- * This can either be a simple number or a function with the signature
- * <code>function(frameState, layer, x, y, level)</code>. The function is passed the
- * current frame state, this layer, and the x, y, and level coordinates of the
- * imagery tile for which the alpha is required, and it is expected to return
- * the alpha value to use for the tile.
- * @param {Number|Function} [options.nightAlpha=1.0] The alpha blending value of this layer on the night side of the globe, from 0.0 to 1.0.
- * This can either be a simple number or a function with the signature
- * <code>function(frameState, layer, x, y, level)</code>. The function is passed the
- * current frame state, this layer, and the x, y, and level coordinates of the
- * imagery tile for which the alpha is required, and it is expected to return
- * the alpha value to use for the tile. This only takes effect when <code>enableLighting</code> is <code>true</code>.
- * @param {Number|Function} [options.dayAlpha=1.0] The alpha blending value of this layer on the day side of the globe, from 0.0 to 1.0.
- * This can either be a simple number or a function with the signature
- * <code>function(frameState, layer, x, y, level)</code>. The function is passed the
- * current frame state, this layer, and the x, y, and level coordinates of the
- * imagery tile for which the alpha is required, and it is expected to return
- * the alpha value to use for the tile. This only takes effect when <code>enableLighting</code> is <code>true</code>.
- * @param {Number|Function} [options.brightness=1.0] The brightness of this layer. 1.0 uses the unmodified imagery
- * color. Less than 1.0 makes the imagery darker while greater than 1.0 makes it brighter.
- * This can either be a simple number or a function with the signature
- * <code>function(frameState, layer, x, y, level)</code>. The function is passed the
- * current frame state, this layer, and the x, y, and level coordinates of the
- * imagery tile for which the brightness is required, and it is expected to return
- * the brightness value to use for the tile. The function is executed for every
- * frame and for every tile, so it must be fast.
- * @param {Number|Function} [options.contrast=1.0] The contrast of this layer. 1.0 uses the unmodified imagery color.
- * Less than 1.0 reduces the contrast while greater than 1.0 increases it.
- * This can either be a simple number or a function with the signature
- * <code>function(frameState, layer, x, y, level)</code>. The function is passed the
- * current frame state, this layer, and the x, y, and level coordinates of the
- * imagery tile for which the contrast is required, and it is expected to return
- * the contrast value to use for the tile. The function is executed for every
- * frame and for every tile, so it must be fast.
- * @param {Number|Function} [options.hue=0.0] The hue of this layer. 0.0 uses the unmodified imagery color.
- * This can either be a simple number or a function with the signature
- * <code>function(frameState, layer, x, y, level)</code>. The function is passed the
- * current frame state, this layer, and the x, y, and level coordinates
- * of the imagery tile for which the hue is required, and it is expected to return
- * the contrast value to use for the tile. The function is executed for every
- * frame and for every tile, so it must be fast.
- * @param {Number|Function} [options.saturation=1.0] The saturation of this layer. 1.0 uses the unmodified imagery color.
- * Less than 1.0 reduces the saturation while greater than 1.0 increases it.
- * This can either be a simple number or a function with the signature
- * <code>function(frameState, layer, x, y, level)</code>. The function is passed the
- * current frame state, this layer, and the x, y, and level coordinates
- * of the imagery tile for which the saturation is required, and it is expected to return
- * the contrast value to use for the tile. The function is executed for every
- * frame and for every tile, so it must be fast.
- * @param {Number|Function} [options.gamma=1.0] The gamma correction to apply to this layer. 1.0 uses the unmodified imagery color.
- * This can either be a simple number or a function with the signature
- * <code>function(frameState, layer, x, y, level)</code>. The function is passed the
- * current frame state, this layer, and the x, y, and level coordinates of the
- * imagery tile for which the gamma is required, and it is expected to return
- * the gamma value to use for the tile. The function is executed for every
- * frame and for every tile, so it must be fast.
- * @param {SplitDirection|Function} [options.splitDirection=SplitDirection.NONE] The {@link SplitDirection} split to apply to this layer.
- * @param {TextureMinificationFilter} [options.minificationFilter=TextureMinificationFilter.LINEAR] The
- * texture minification filter to apply to this layer. Possible values
- * are <code>TextureMinificationFilter.LINEAR</code> and
- * <code>TextureMinificationFilter.NEAREST</code>.
- * @param {TextureMagnificationFilter} [options.magnificationFilter=TextureMagnificationFilter.LINEAR] The
- * texture minification filter to apply to this layer. Possible values
- * are <code>TextureMagnificationFilter.LINEAR</code> and
- * <code>TextureMagnificationFilter.NEAREST</code>.
- * @param {Boolean} [options.show=true] True if the layer is shown; otherwise, false.
- * @param {Number} [options.maximumAnisotropy=maximum supported] The maximum anisotropy level to use
- * for texture filtering. If this parameter is not specified, the maximum anisotropy supported
- * by the WebGL stack will be used. Larger values make the imagery look better in horizon
- * views.
- * @param {Number} [options.minimumTerrainLevel] The minimum terrain level-of-detail at which to show this imagery layer,
- * or undefined to show it at all levels. Level zero is the least-detailed level.
- * @param {Number} [options.maximumTerrainLevel] The maximum terrain level-of-detail at which to show this imagery layer,
- * or undefined to show it at all levels. Level zero is the least-detailed level.
- * @param {Rectangle} [options.cutoutRectangle] Cartographic rectangle for cutting out a portion of this ImageryLayer.
- * @param {Color} [options.colorToAlpha] Color to be used as alpha.
- * @param {Number} [options.colorToAlphaThreshold=0.004] Threshold for color-to-alpha.
- */
- function ImageryLayer(imageryProvider, options) {
- this._imageryProvider = imageryProvider;
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- /**
- * The alpha blending value of this layer, with 0.0 representing fully transparent and
- * 1.0 representing fully opaque.
- *
- * @type {Number}
- * @default 1.0
- */
- this.alpha = defaultValue(
- options.alpha,
- defaultValue(imageryProvider.defaultAlpha, 1.0)
- );
- /**
- * The alpha blending value of this layer on the night side of the globe, with 0.0 representing fully transparent and
- * 1.0 representing fully opaque. This only takes effect when {@link Globe#enableLighting} is <code>true</code>.
- *
- * @type {Number}
- * @default 1.0
- */
- this.nightAlpha = defaultValue(
- options.nightAlpha,
- defaultValue(imageryProvider.defaultNightAlpha, 1.0)
- );
- /**
- * The alpha blending value of this layer on the day side of the globe, with 0.0 representing fully transparent and
- * 1.0 representing fully opaque. This only takes effect when {@link Globe#enableLighting} is <code>true</code>.
- *
- * @type {Number}
- * @default 1.0
- */
- this.dayAlpha = defaultValue(
- options.dayAlpha,
- defaultValue(imageryProvider.defaultDayAlpha, 1.0)
- );
- /**
- * The brightness of this layer. 1.0 uses the unmodified imagery color. Less than 1.0
- * makes the imagery darker while greater than 1.0 makes it brighter.
- *
- * @type {Number}
- * @default {@link ImageryLayer.DEFAULT_BRIGHTNESS}
- */
- this.brightness = defaultValue(
- options.brightness,
- defaultValue(
- imageryProvider.defaultBrightness,
- ImageryLayer.DEFAULT_BRIGHTNESS
- )
- );
- /**
- * The contrast of this layer. 1.0 uses the unmodified imagery color. Less than 1.0 reduces
- * the contrast while greater than 1.0 increases it.
- *
- * @type {Number}
- * @default {@link ImageryLayer.DEFAULT_CONTRAST}
- */
- this.contrast = defaultValue(
- options.contrast,
- defaultValue(imageryProvider.defaultContrast, ImageryLayer.DEFAULT_CONTRAST)
- );
- /**
- * The hue of this layer in radians. 0.0 uses the unmodified imagery color.
- *
- * @type {Number}
- * @default {@link ImageryLayer.DEFAULT_HUE}
- */
- this.hue = defaultValue(
- options.hue,
- defaultValue(imageryProvider.defaultHue, ImageryLayer.DEFAULT_HUE)
- );
- /**
- * The saturation of this layer. 1.0 uses the unmodified imagery color. Less than 1.0 reduces the
- * saturation while greater than 1.0 increases it.
- *
- * @type {Number}
- * @default {@link ImageryLayer.DEFAULT_SATURATION}
- */
- this.saturation = defaultValue(
- options.saturation,
- defaultValue(
- imageryProvider.defaultSaturation,
- ImageryLayer.DEFAULT_SATURATION
- )
- );
- /**
- * The gamma correction to apply to this layer. 1.0 uses the unmodified imagery color.
- *
- * @type {Number}
- * @default {@link ImageryLayer.DEFAULT_GAMMA}
- */
- this.gamma = defaultValue(
- options.gamma,
- defaultValue(imageryProvider.defaultGamma, ImageryLayer.DEFAULT_GAMMA)
- );
- /**
- * The {@link SplitDirection} to apply to this layer.
- *
- * @type {SplitDirection}
- * @default {@link ImageryLayer.DEFAULT_SPLIT}
- */
- this.splitDirection = defaultValue(
- options.splitDirection,
- defaultValue(imageryProvider.defaultSplit, ImageryLayer.DEFAULT_SPLIT)
- );
- /**
- * The {@link TextureMinificationFilter} to apply to this layer.
- * Possible values are {@link TextureMinificationFilter.LINEAR} (the default)
- * and {@link TextureMinificationFilter.NEAREST}.
- *
- * To take effect, this property must be set immediately after adding the imagery layer.
- * Once a texture is loaded it won't be possible to change the texture filter used.
- *
- * @type {TextureMinificationFilter}
- * @default {@link ImageryLayer.DEFAULT_MINIFICATION_FILTER}
- */
- this.minificationFilter = defaultValue(
- options.minificationFilter,
- defaultValue(
- imageryProvider.defaultMinificationFilter,
- ImageryLayer.DEFAULT_MINIFICATION_FILTER
- )
- );
- /**
- * The {@link TextureMagnificationFilter} to apply to this layer.
- * Possible values are {@link TextureMagnificationFilter.LINEAR} (the default)
- * and {@link TextureMagnificationFilter.NEAREST}.
- *
- * To take effect, this property must be set immediately after adding the imagery layer.
- * Once a texture is loaded it won't be possible to change the texture filter used.
- *
- * @type {TextureMagnificationFilter}
- * @default {@link ImageryLayer.DEFAULT_MAGNIFICATION_FILTER}
- */
- this.magnificationFilter = defaultValue(
- options.magnificationFilter,
- defaultValue(
- imageryProvider.defaultMagnificationFilter,
- ImageryLayer.DEFAULT_MAGNIFICATION_FILTER
- )
- );
- /**
- * Determines if this layer is shown.
- *
- * @type {Boolean}
- * @default true
- */
- this.show = defaultValue(options.show, true);
- this._minimumTerrainLevel = options.minimumTerrainLevel;
- this._maximumTerrainLevel = options.maximumTerrainLevel;
- this._rectangle = defaultValue(options.rectangle, Rectangle.MAX_VALUE);
- this._maximumAnisotropy = options.maximumAnisotropy;
- this._imageryCache = {};
- this._skeletonPlaceholder = new TileImagery(Imagery.createPlaceholder(this));
- // The value of the show property on the last update.
- this._show = true;
- // The index of this layer in the ImageryLayerCollection.
- this._layerIndex = -1;
- // true if this is the base (lowest shown) layer.
- this._isBaseLayer = false;
- this._requestImageError = undefined;
- this._reprojectComputeCommands = [];
- /**
- * Rectangle cutout in this layer of imagery.
- *
- * @type {Rectangle}
- */
- this.cutoutRectangle = options.cutoutRectangle;
- /**
- * Color value that should be set to transparent.
- *
- * @type {Color}
- */
- this.colorToAlpha = options.colorToAlpha;
- /**
- * Normalized (0-1) threshold for color-to-alpha.
- *
- * @type {Number}
- */
- this.colorToAlphaThreshold = defaultValue(
- options.colorToAlphaThreshold,
- ImageryLayer.DEFAULT_APPLY_COLOR_TO_ALPHA_THRESHOLD
- );
- }
- Object.defineProperties(ImageryLayer.prototype, {
- /**
- * Gets the imagery provider for this layer.
- * @memberof ImageryLayer.prototype
- * @type {ImageryProvider}
- * @readonly
- */
- imageryProvider: {
- get: function () {
- return this._imageryProvider;
- },
- },
- /**
- * Gets the rectangle of this layer. If this rectangle is smaller than the rectangle of the
- * {@link ImageryProvider}, only a portion of the imagery provider is shown.
- * @memberof ImageryLayer.prototype
- * @type {Rectangle}
- * @readonly
- */
- rectangle: {
- get: function () {
- return this._rectangle;
- },
- },
- });
- /**
- * This value is used as the default brightness for the imagery layer if one is not provided during construction
- * or by the imagery provider. This value does not modify the brightness of the imagery.
- * @type {Number}
- * @default 1.0
- */
- ImageryLayer.DEFAULT_BRIGHTNESS = 1.0;
- /**
- * This value is used as the default contrast for the imagery layer if one is not provided during construction
- * or by the imagery provider. This value does not modify the contrast of the imagery.
- * @type {Number}
- * @default 1.0
- */
- ImageryLayer.DEFAULT_CONTRAST = 1.0;
- /**
- * This value is used as the default hue for the imagery layer if one is not provided during construction
- * or by the imagery provider. This value does not modify the hue of the imagery.
- * @type {Number}
- * @default 0.0
- */
- ImageryLayer.DEFAULT_HUE = 0.0;
- /**
- * This value is used as the default saturation for the imagery layer if one is not provided during construction
- * or by the imagery provider. This value does not modify the saturation of the imagery.
- * @type {Number}
- * @default 1.0
- */
- ImageryLayer.DEFAULT_SATURATION = 1.0;
- /**
- * This value is used as the default gamma for the imagery layer if one is not provided during construction
- * or by the imagery provider. This value does not modify the gamma of the imagery.
- * @type {Number}
- * @default 1.0
- */
- ImageryLayer.DEFAULT_GAMMA = 1.0;
- /**
- * This value is used as the default split for the imagery layer if one is not provided during construction
- * or by the imagery provider.
- * @type {SplitDirection}
- * @default SplitDirection.NONE
- */
- ImageryLayer.DEFAULT_SPLIT = SplitDirection.NONE;
- /**
- * This value is used as the default texture minification filter for the imagery layer if one is not provided
- * during construction or by the imagery provider.
- * @type {TextureMinificationFilter}
- * @default TextureMinificationFilter.LINEAR
- */
- ImageryLayer.DEFAULT_MINIFICATION_FILTER = TextureMinificationFilter.LINEAR;
- /**
- * This value is used as the default texture magnification filter for the imagery layer if one is not provided
- * during construction or by the imagery provider.
- * @type {TextureMagnificationFilter}
- * @default TextureMagnificationFilter.LINEAR
- */
- ImageryLayer.DEFAULT_MAGNIFICATION_FILTER = TextureMagnificationFilter.LINEAR;
- /**
- * This value is used as the default threshold for color-to-alpha if one is not provided
- * during construction or by the imagery provider.
- * @type {Number}
- * @default 0.004
- */
- ImageryLayer.DEFAULT_APPLY_COLOR_TO_ALPHA_THRESHOLD = 0.004;
- /**
- * Gets a value indicating whether this layer is the base layer in the
- * {@link ImageryLayerCollection}. The base layer is the one that underlies all
- * others. It is special in that it is treated as if it has global rectangle, even if
- * it actually does not, by stretching the texels at the edges over the entire
- * globe.
- *
- * @returns {Boolean} true if this is the base layer; otherwise, false.
- */
- ImageryLayer.prototype.isBaseLayer = function () {
- return this._isBaseLayer;
- };
- /**
- * Returns true if this object was destroyed; otherwise, false.
- * <br /><br />
- * 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.
- *
- * @returns {Boolean} True if this object was destroyed; otherwise, false.
- *
- * @see ImageryLayer#destroy
- */
- ImageryLayer.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.
- * <br /><br />
- * 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.
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- *
- * @example
- * imageryLayer = imageryLayer && imageryLayer.destroy();
- *
- * @see ImageryLayer#isDestroyed
- */
- ImageryLayer.prototype.destroy = function () {
- return destroyObject(this);
- };
- const imageryBoundsScratch = new Rectangle();
- const tileImageryBoundsScratch = new Rectangle();
- const clippedRectangleScratch = new Rectangle();
- const terrainRectangleScratch = new Rectangle();
- /**
- * Computes the intersection of this layer's rectangle with the imagery provider's availability rectangle,
- * producing the overall bounds of imagery that can be produced by this layer.
- *
- * @returns {Promise.<Rectangle>} A promise to a rectangle which defines the overall bounds of imagery that can be produced by this layer.
- *
- * @example
- * // Zoom to an imagery layer.
- * imageryLayer.getViewableRectangle().then(function (rectangle) {
- * return camera.flyTo({
- * destination: rectangle
- * });
- * });
- */
- ImageryLayer.prototype.getViewableRectangle = function () {
- const imageryProvider = this._imageryProvider;
- const rectangle = this._rectangle;
- return imageryProvider.readyPromise.then(function () {
- return Rectangle.intersection(imageryProvider.rectangle, rectangle);
- });
- };
- /**
- * Create skeletons for the imagery tiles that partially or completely overlap a given terrain
- * tile.
- *
- * @private
- *
- * @param {Tile} tile The terrain tile.
- * @param {TerrainProvider} terrainProvider The terrain provider associated with the terrain tile.
- * @param {Number} insertionPoint The position to insert new skeletons before in the tile's imagery list.
- * @returns {Boolean} true if this layer overlaps any portion of the terrain tile; otherwise, false.
- */
- ImageryLayer.prototype._createTileImagerySkeletons = function (
- tile,
- terrainProvider,
- insertionPoint
- ) {
- const surfaceTile = tile.data;
- if (
- defined(this._minimumTerrainLevel) &&
- tile.level < this._minimumTerrainLevel
- ) {
- return false;
- }
- if (
- defined(this._maximumTerrainLevel) &&
- tile.level > this._maximumTerrainLevel
- ) {
- return false;
- }
- const imageryProvider = this._imageryProvider;
- if (!defined(insertionPoint)) {
- insertionPoint = surfaceTile.imagery.length;
- }
- if (!imageryProvider.ready) {
- // The imagery provider is not ready, so we can't create skeletons, yet.
- // Instead, add a placeholder so that we'll know to create
- // the skeletons once the provider is ready.
- this._skeletonPlaceholder.loadingImagery.addReference();
- surfaceTile.imagery.splice(insertionPoint, 0, this._skeletonPlaceholder);
- return true;
- }
- // Use Web Mercator for our texture coordinate computations if this imagery layer uses
- // that projection and the terrain tile falls entirely inside the valid bounds of the
- // projection.
- const useWebMercatorT =
- imageryProvider.tilingScheme.projection instanceof WebMercatorProjection &&
- tile.rectangle.north < WebMercatorProjection.MaximumLatitude &&
- tile.rectangle.south > -WebMercatorProjection.MaximumLatitude;
- // Compute the rectangle of the imagery from this imageryProvider that overlaps
- // the geometry tile. The ImageryProvider and ImageryLayer both have the
- // opportunity to constrain the rectangle. The imagery TilingScheme's rectangle
- // always fully contains the ImageryProvider's rectangle.
- const imageryBounds = Rectangle.intersection(
- imageryProvider.rectangle,
- this._rectangle,
- imageryBoundsScratch
- );
- let rectangle = Rectangle.intersection(
- tile.rectangle,
- imageryBounds,
- tileImageryBoundsScratch
- );
- if (!defined(rectangle)) {
- // There is no overlap between this terrain tile and this imagery
- // provider. Unless this is the base layer, no skeletons need to be created.
- // We stretch texels at the edge of the base layer over the entire globe.
- if (!this.isBaseLayer()) {
- return false;
- }
- const baseImageryRectangle = imageryBounds;
- const baseTerrainRectangle = tile.rectangle;
- rectangle = tileImageryBoundsScratch;
- if (baseTerrainRectangle.south >= baseImageryRectangle.north) {
- rectangle.north = rectangle.south = baseImageryRectangle.north;
- } else if (baseTerrainRectangle.north <= baseImageryRectangle.south) {
- rectangle.north = rectangle.south = baseImageryRectangle.south;
- } else {
- rectangle.south = Math.max(
- baseTerrainRectangle.south,
- baseImageryRectangle.south
- );
- rectangle.north = Math.min(
- baseTerrainRectangle.north,
- baseImageryRectangle.north
- );
- }
- if (baseTerrainRectangle.west >= baseImageryRectangle.east) {
- rectangle.west = rectangle.east = baseImageryRectangle.east;
- } else if (baseTerrainRectangle.east <= baseImageryRectangle.west) {
- rectangle.west = rectangle.east = baseImageryRectangle.west;
- } else {
- rectangle.west = Math.max(
- baseTerrainRectangle.west,
- baseImageryRectangle.west
- );
- rectangle.east = Math.min(
- baseTerrainRectangle.east,
- baseImageryRectangle.east
- );
- }
- }
- let latitudeClosestToEquator = 0.0;
- if (rectangle.south > 0.0) {
- latitudeClosestToEquator = rectangle.south;
- } else if (rectangle.north < 0.0) {
- latitudeClosestToEquator = rectangle.north;
- }
- // Compute the required level in the imagery tiling scheme.
- // The errorRatio should really be imagerySSE / terrainSSE rather than this hard-coded value.
- // But first we need configurable imagery SSE and we need the rendering to be able to handle more
- // images attached to a terrain tile than there are available texture units. So that's for the future.
- const errorRatio = 1.0;
- const targetGeometricError =
- errorRatio * terrainProvider.getLevelMaximumGeometricError(tile.level);
- let imageryLevel = getLevelWithMaximumTexelSpacing(
- this,
- targetGeometricError,
- latitudeClosestToEquator
- );
- imageryLevel = Math.max(0, imageryLevel);
- const maximumLevel = imageryProvider.maximumLevel;
- if (imageryLevel > maximumLevel) {
- imageryLevel = maximumLevel;
- }
- if (defined(imageryProvider.minimumLevel)) {
- const minimumLevel = imageryProvider.minimumLevel;
- if (imageryLevel < minimumLevel) {
- imageryLevel = minimumLevel;
- }
- }
- const imageryTilingScheme = imageryProvider.tilingScheme;
- const northwestTileCoordinates = imageryTilingScheme.positionToTileXY(
- Rectangle.northwest(rectangle),
- imageryLevel
- );
- const southeastTileCoordinates = imageryTilingScheme.positionToTileXY(
- Rectangle.southeast(rectangle),
- imageryLevel
- );
- // If the southeast corner of the rectangle lies very close to the north or west side
- // of the southeast tile, we don't actually need the southernmost or easternmost
- // tiles.
- // Similarly, if the northwest corner of the rectangle lies very close to the south or east side
- // of the northwest tile, we don't actually need the northernmost or westernmost tiles.
- // We define "very close" as being within 1/512 of the width of the tile.
- let veryCloseX = tile.rectangle.width / 512.0;
- let veryCloseY = tile.rectangle.height / 512.0;
- const northwestTileRectangle = imageryTilingScheme.tileXYToRectangle(
- northwestTileCoordinates.x,
- northwestTileCoordinates.y,
- imageryLevel
- );
- if (
- Math.abs(northwestTileRectangle.south - tile.rectangle.north) <
- veryCloseY &&
- northwestTileCoordinates.y < southeastTileCoordinates.y
- ) {
- ++northwestTileCoordinates.y;
- }
- if (
- Math.abs(northwestTileRectangle.east - tile.rectangle.west) < veryCloseX &&
- northwestTileCoordinates.x < southeastTileCoordinates.x
- ) {
- ++northwestTileCoordinates.x;
- }
- const southeastTileRectangle = imageryTilingScheme.tileXYToRectangle(
- southeastTileCoordinates.x,
- southeastTileCoordinates.y,
- imageryLevel
- );
- if (
- Math.abs(southeastTileRectangle.north - tile.rectangle.south) <
- veryCloseY &&
- southeastTileCoordinates.y > northwestTileCoordinates.y
- ) {
- --southeastTileCoordinates.y;
- }
- if (
- Math.abs(southeastTileRectangle.west - tile.rectangle.east) < veryCloseX &&
- southeastTileCoordinates.x > northwestTileCoordinates.x
- ) {
- --southeastTileCoordinates.x;
- }
- // Create TileImagery instances for each imagery tile overlapping this terrain tile.
- // We need to do all texture coordinate computations in the imagery tile's tiling scheme.
- const terrainRectangle = Rectangle.clone(
- tile.rectangle,
- terrainRectangleScratch
- );
- let imageryRectangle = imageryTilingScheme.tileXYToRectangle(
- northwestTileCoordinates.x,
- northwestTileCoordinates.y,
- imageryLevel
- );
- let clippedImageryRectangle = Rectangle.intersection(
- imageryRectangle,
- imageryBounds,
- clippedRectangleScratch
- );
- let imageryTileXYToRectangle;
- if (useWebMercatorT) {
- imageryTilingScheme.rectangleToNativeRectangle(
- terrainRectangle,
- terrainRectangle
- );
- imageryTilingScheme.rectangleToNativeRectangle(
- imageryRectangle,
- imageryRectangle
- );
- imageryTilingScheme.rectangleToNativeRectangle(
- clippedImageryRectangle,
- clippedImageryRectangle
- );
- imageryTilingScheme.rectangleToNativeRectangle(
- imageryBounds,
- imageryBounds
- );
- imageryTileXYToRectangle = imageryTilingScheme.tileXYToNativeRectangle.bind(
- imageryTilingScheme
- );
- veryCloseX = terrainRectangle.width / 512.0;
- veryCloseY = terrainRectangle.height / 512.0;
- } else {
- imageryTileXYToRectangle = imageryTilingScheme.tileXYToRectangle.bind(
- imageryTilingScheme
- );
- }
- let minU;
- let maxU = 0.0;
- let minV = 1.0;
- let maxV;
- // If this is the northern-most or western-most tile in the imagery tiling scheme,
- // it may not start at the northern or western edge of the terrain tile.
- // Calculate where it does start.
- if (
- !this.isBaseLayer() &&
- Math.abs(clippedImageryRectangle.west - terrainRectangle.west) >= veryCloseX
- ) {
- maxU = Math.min(
- 1.0,
- (clippedImageryRectangle.west - terrainRectangle.west) /
- terrainRectangle.width
- );
- }
- if (
- !this.isBaseLayer() &&
- Math.abs(clippedImageryRectangle.north - terrainRectangle.north) >=
- veryCloseY
- ) {
- minV = Math.max(
- 0.0,
- (clippedImageryRectangle.north - terrainRectangle.south) /
- terrainRectangle.height
- );
- }
- const initialMinV = minV;
- for (
- let i = northwestTileCoordinates.x;
- i <= southeastTileCoordinates.x;
- i++
- ) {
- minU = maxU;
- imageryRectangle = imageryTileXYToRectangle(
- i,
- northwestTileCoordinates.y,
- imageryLevel
- );
- clippedImageryRectangle = Rectangle.simpleIntersection(
- imageryRectangle,
- imageryBounds,
- clippedRectangleScratch
- );
- if (!defined(clippedImageryRectangle)) {
- continue;
- }
- maxU = Math.min(
- 1.0,
- (clippedImageryRectangle.east - terrainRectangle.west) /
- terrainRectangle.width
- );
- // If this is the eastern-most imagery tile mapped to this terrain tile,
- // and there are more imagery tiles to the east of this one, the maxU
- // should be 1.0 to make sure rounding errors don't make the last
- // image fall shy of the edge of the terrain tile.
- if (
- i === southeastTileCoordinates.x &&
- (this.isBaseLayer() ||
- Math.abs(clippedImageryRectangle.east - terrainRectangle.east) <
- veryCloseX)
- ) {
- maxU = 1.0;
- }
- minV = initialMinV;
- for (
- let j = northwestTileCoordinates.y;
- j <= southeastTileCoordinates.y;
- j++
- ) {
- maxV = minV;
- imageryRectangle = imageryTileXYToRectangle(i, j, imageryLevel);
- clippedImageryRectangle = Rectangle.simpleIntersection(
- imageryRectangle,
- imageryBounds,
- clippedRectangleScratch
- );
- if (!defined(clippedImageryRectangle)) {
- continue;
- }
- minV = Math.max(
- 0.0,
- (clippedImageryRectangle.south - terrainRectangle.south) /
- terrainRectangle.height
- );
- // If this is the southern-most imagery tile mapped to this terrain tile,
- // and there are more imagery tiles to the south of this one, the minV
- // should be 0.0 to make sure rounding errors don't make the last
- // image fall shy of the edge of the terrain tile.
- if (
- j === southeastTileCoordinates.y &&
- (this.isBaseLayer() ||
- Math.abs(clippedImageryRectangle.south - terrainRectangle.south) <
- veryCloseY)
- ) {
- minV = 0.0;
- }
- const texCoordsRectangle = new Cartesian4(minU, minV, maxU, maxV);
- const imagery = this.getImageryFromCache(i, j, imageryLevel);
- surfaceTile.imagery.splice(
- insertionPoint,
- 0,
- new TileImagery(imagery, texCoordsRectangle, useWebMercatorT)
- );
- ++insertionPoint;
- }
- }
- return true;
- };
- /**
- * Calculate the translation and scale for a particular {@link TileImagery} attached to a
- * particular terrain tile.
- *
- * @private
- *
- * @param {Tile} tile The terrain tile.
- * @param {TileImagery} tileImagery The imagery tile mapping.
- * @returns {Cartesian4} The translation and scale where X and Y are the translation and Z and W
- * are the scale.
- */
- ImageryLayer.prototype._calculateTextureTranslationAndScale = function (
- tile,
- tileImagery
- ) {
- let imageryRectangle = tileImagery.readyImagery.rectangle;
- let terrainRectangle = tile.rectangle;
- if (tileImagery.useWebMercatorT) {
- const tilingScheme =
- tileImagery.readyImagery.imageryLayer.imageryProvider.tilingScheme;
- imageryRectangle = tilingScheme.rectangleToNativeRectangle(
- imageryRectangle,
- imageryBoundsScratch
- );
- terrainRectangle = tilingScheme.rectangleToNativeRectangle(
- terrainRectangle,
- terrainRectangleScratch
- );
- }
- const terrainWidth = terrainRectangle.width;
- const terrainHeight = terrainRectangle.height;
- const scaleX = terrainWidth / imageryRectangle.width;
- const scaleY = terrainHeight / imageryRectangle.height;
- return new Cartesian4(
- (scaleX * (terrainRectangle.west - imageryRectangle.west)) / terrainWidth,
- (scaleY * (terrainRectangle.south - imageryRectangle.south)) /
- terrainHeight,
- scaleX,
- scaleY
- );
- };
- /**
- * Request a particular piece of imagery from the imagery provider. This method handles raising an
- * error event if the request fails, and retrying the request if necessary.
- *
- * @private
- *
- * @param {Imagery} imagery The imagery to request.
- */
- ImageryLayer.prototype._requestImagery = function (imagery) {
- const imageryProvider = this._imageryProvider;
- const that = this;
- function success(image) {
- if (!defined(image)) {
- return failure();
- }
- imagery.image = image;
- imagery.state = ImageryState.RECEIVED;
- imagery.request = undefined;
- TileProviderError.handleSuccess(that._requestImageError);
- }
- function failure(e) {
- if (imagery.request.state === RequestState.CANCELLED) {
- // Cancelled due to low priority - try again later.
- imagery.state = ImageryState.UNLOADED;
- imagery.request = undefined;
- return;
- }
- // Initially assume failure. handleError may retry, in which case the state will
- // change to TRANSITIONING.
- imagery.state = ImageryState.FAILED;
- imagery.request = undefined;
- const message = `Failed to obtain image tile X: ${imagery.x} Y: ${imagery.y} Level: ${imagery.level}.`;
- that._requestImageError = TileProviderError.handleError(
- that._requestImageError,
- imageryProvider,
- imageryProvider.errorEvent,
- message,
- imagery.x,
- imagery.y,
- imagery.level,
- doRequest,
- e
- );
- }
- function doRequest() {
- const request = new Request({
- throttle: false,
- throttleByServer: true,
- type: RequestType.IMAGERY,
- });
- imagery.request = request;
- imagery.state = ImageryState.TRANSITIONING;
- const imagePromise = imageryProvider.requestImage(
- imagery.x,
- imagery.y,
- imagery.level,
- request
- );
- if (!defined(imagePromise)) {
- // Too many parallel requests, so postpone loading tile.
- imagery.state = ImageryState.UNLOADED;
- imagery.request = undefined;
- return;
- }
- if (defined(imageryProvider.getTileCredits)) {
- imagery.credits = imageryProvider.getTileCredits(
- imagery.x,
- imagery.y,
- imagery.level
- );
- }
- imagePromise
- .then(function (image) {
- success(image);
- })
- .catch(function (e) {
- failure(e);
- });
- }
- doRequest();
- };
- ImageryLayer.prototype._createTextureWebGL = function (context, imagery) {
- const sampler = new Sampler({
- minificationFilter: this.minificationFilter,
- magnificationFilter: this.magnificationFilter,
- });
- const image = imagery.image;
- if (defined(image.internalFormat)) {
- return new Texture({
- context: context,
- pixelFormat: image.internalFormat,
- width: image.width,
- height: image.height,
- source: {
- arrayBufferView: image.bufferView,
- },
- sampler: sampler,
- });
- }
- return new Texture({
- context: context,
- source: image,
- pixelFormat: this._imageryProvider.hasAlphaChannel
- ? PixelFormat.RGBA
- : PixelFormat.RGB,
- sampler: sampler,
- });
- };
- /**
- * Create a WebGL texture for a given {@link Imagery} instance.
- *
- * @private
- *
- * @param {Context} context The rendered context to use to create textures.
- * @param {Imagery} imagery The imagery for which to create a texture.
- */
- ImageryLayer.prototype._createTexture = function (context, imagery) {
- const imageryProvider = this._imageryProvider;
- const image = imagery.image;
- // If this imagery provider has a discard policy, use it to check if this
- // image should be discarded.
- if (defined(imageryProvider.tileDiscardPolicy)) {
- const discardPolicy = imageryProvider.tileDiscardPolicy;
- if (defined(discardPolicy)) {
- // If the discard policy is not ready yet, transition back to the
- // RECEIVED state and we'll try again next time.
- if (!discardPolicy.isReady()) {
- imagery.state = ImageryState.RECEIVED;
- return;
- }
- // Mark discarded imagery tiles invalid. Parent imagery will be used instead.
- if (discardPolicy.shouldDiscardImage(image)) {
- imagery.state = ImageryState.INVALID;
- return;
- }
- }
- }
- //>>includeStart('debug', pragmas.debug);
- if (
- this.minificationFilter !== TextureMinificationFilter.NEAREST &&
- this.minificationFilter !== TextureMinificationFilter.LINEAR
- ) {
- throw new DeveloperError(
- "ImageryLayer minification filter must be NEAREST or LINEAR"
- );
- }
- //>>includeEnd('debug');
- // Imagery does not need to be discarded, so upload it to WebGL.
- const texture = this._createTextureWebGL(context, imagery);
- if (
- imageryProvider.tilingScheme.projection instanceof WebMercatorProjection
- ) {
- imagery.textureWebMercator = texture;
- } else {
- imagery.texture = texture;
- }
- imagery.image = undefined;
- imagery.state = ImageryState.TEXTURE_LOADED;
- };
- function getSamplerKey(
- minificationFilter,
- magnificationFilter,
- maximumAnisotropy
- ) {
- return `${minificationFilter}:${magnificationFilter}:${maximumAnisotropy}`;
- }
- ImageryLayer.prototype._finalizeReprojectTexture = function (context, texture) {
- let minificationFilter = this.minificationFilter;
- const magnificationFilter = this.magnificationFilter;
- const usesLinearTextureFilter =
- minificationFilter === TextureMinificationFilter.LINEAR &&
- magnificationFilter === TextureMagnificationFilter.LINEAR;
- // Use mipmaps if this texture has power-of-two dimensions.
- // In addition, mipmaps are only generated if the texture filters are both LINEAR.
- if (
- usesLinearTextureFilter &&
- !PixelFormat.isCompressedFormat(texture.pixelFormat) &&
- CesiumMath.isPowerOfTwo(texture.width) &&
- CesiumMath.isPowerOfTwo(texture.height)
- ) {
- minificationFilter = TextureMinificationFilter.LINEAR_MIPMAP_LINEAR;
- const maximumSupportedAnisotropy =
- ContextLimits.maximumTextureFilterAnisotropy;
- const maximumAnisotropy = Math.min(
- maximumSupportedAnisotropy,
- defaultValue(this._maximumAnisotropy, maximumSupportedAnisotropy)
- );
- const mipmapSamplerKey = getSamplerKey(
- minificationFilter,
- magnificationFilter,
- maximumAnisotropy
- );
- let mipmapSamplers = context.cache.imageryLayerMipmapSamplers;
- if (!defined(mipmapSamplers)) {
- mipmapSamplers = {};
- context.cache.imageryLayerMipmapSamplers = mipmapSamplers;
- }
- let mipmapSampler = mipmapSamplers[mipmapSamplerKey];
- if (!defined(mipmapSampler)) {
- mipmapSampler = mipmapSamplers[mipmapSamplerKey] = new Sampler({
- wrapS: TextureWrap.CLAMP_TO_EDGE,
- wrapT: TextureWrap.CLAMP_TO_EDGE,
- minificationFilter: minificationFilter,
- magnificationFilter: magnificationFilter,
- maximumAnisotropy: maximumAnisotropy,
- });
- }
- texture.generateMipmap(MipmapHint.NICEST);
- texture.sampler = mipmapSampler;
- } else {
- const nonMipmapSamplerKey = getSamplerKey(
- minificationFilter,
- magnificationFilter,
- 0
- );
- let nonMipmapSamplers = context.cache.imageryLayerNonMipmapSamplers;
- if (!defined(nonMipmapSamplers)) {
- nonMipmapSamplers = {};
- context.cache.imageryLayerNonMipmapSamplers = nonMipmapSamplers;
- }
- let nonMipmapSampler = nonMipmapSamplers[nonMipmapSamplerKey];
- if (!defined(nonMipmapSampler)) {
- nonMipmapSampler = nonMipmapSamplers[nonMipmapSamplerKey] = new Sampler({
- wrapS: TextureWrap.CLAMP_TO_EDGE,
- wrapT: TextureWrap.CLAMP_TO_EDGE,
- minificationFilter: minificationFilter,
- magnificationFilter: magnificationFilter,
- });
- }
- texture.sampler = nonMipmapSampler;
- }
- };
- /**
- * Enqueues a command re-projecting a texture to a {@link GeographicProjection} on the next update, if necessary, and generate
- * mipmaps for the geographic texture.
- *
- * @private
- *
- * @param {FrameState} frameState The frameState.
- * @param {Imagery} imagery The imagery instance to reproject.
- * @param {Boolean} [needGeographicProjection=true] True to reproject to geographic, or false if Web Mercator is fine.
- */
- ImageryLayer.prototype._reprojectTexture = function (
- frameState,
- imagery,
- needGeographicProjection
- ) {
- const texture = imagery.textureWebMercator || imagery.texture;
- const rectangle = imagery.rectangle;
- const context = frameState.context;
- needGeographicProjection = defaultValue(needGeographicProjection, true);
- // Reproject this texture if it is not already in a geographic projection and
- // the pixels are more than 1e-5 radians apart. The pixel spacing cutoff
- // avoids precision problems in the reprojection transformation while making
- // no noticeable difference in the georeferencing of the image.
- if (
- needGeographicProjection &&
- !(
- this._imageryProvider.tilingScheme.projection instanceof
- GeographicProjection
- ) &&
- rectangle.width / texture.width > 1e-5
- ) {
- const that = this;
- imagery.addReference();
- const computeCommand = new ComputeCommand({
- persists: true,
- owner: this,
- // Update render resources right before execution instead of now.
- // This allows different ImageryLayers to share the same vao and buffers.
- preExecute: function (command) {
- reprojectToGeographic(command, context, texture, imagery.rectangle);
- },
- postExecute: function (outputTexture) {
- imagery.texture = outputTexture;
- that._finalizeReprojectTexture(context, outputTexture);
- imagery.state = ImageryState.READY;
- imagery.releaseReference();
- },
- canceled: function () {
- imagery.state = ImageryState.TEXTURE_LOADED;
- imagery.releaseReference();
- },
- });
- this._reprojectComputeCommands.push(computeCommand);
- } else {
- if (needGeographicProjection) {
- imagery.texture = texture;
- }
- this._finalizeReprojectTexture(context, texture);
- imagery.state = ImageryState.READY;
- }
- };
- /**
- * Updates frame state to execute any queued texture re-projections.
- *
- * @private
- *
- * @param {FrameState} frameState The frameState.
- */
- ImageryLayer.prototype.queueReprojectionCommands = function (frameState) {
- const computeCommands = this._reprojectComputeCommands;
- const length = computeCommands.length;
- for (let i = 0; i < length; ++i) {
- frameState.commandList.push(computeCommands[i]);
- }
- computeCommands.length = 0;
- };
- /**
- * Cancels re-projection commands queued for the next frame.
- *
- * @private
- */
- ImageryLayer.prototype.cancelReprojections = function () {
- this._reprojectComputeCommands.forEach(function (command) {
- if (defined(command.canceled)) {
- command.canceled();
- }
- });
- this._reprojectComputeCommands.length = 0;
- };
- ImageryLayer.prototype.getImageryFromCache = function (
- x,
- y,
- level,
- imageryRectangle
- ) {
- const cacheKey = getImageryCacheKey(x, y, level);
- let imagery = this._imageryCache[cacheKey];
- if (!defined(imagery)) {
- imagery = new Imagery(this, x, y, level, imageryRectangle);
- this._imageryCache[cacheKey] = imagery;
- }
- imagery.addReference();
- return imagery;
- };
- ImageryLayer.prototype.removeImageryFromCache = function (imagery) {
- const cacheKey = getImageryCacheKey(imagery.x, imagery.y, imagery.level);
- delete this._imageryCache[cacheKey];
- };
- function getImageryCacheKey(x, y, level) {
- return JSON.stringify([x, y, level]);
- }
- const uniformMap = {
- u_textureDimensions: function () {
- return this.textureDimensions;
- },
- u_texture: function () {
- return this.texture;
- },
- textureDimensions: new Cartesian2(),
- texture: undefined,
- };
- const float32ArrayScratch = FeatureDetection.supportsTypedArrays()
- ? new Float32Array(2 * 64)
- : undefined;
- function reprojectToGeographic(command, context, texture, rectangle) {
- // This function has gone through a number of iterations, because GPUs are awesome.
- //
- // Originally, we had a very simple vertex shader and computed the Web Mercator texture coordinates
- // per-fragment in the fragment shader. That worked well, except on mobile devices, because
- // fragment shaders have limited precision on many mobile devices. The result was smearing artifacts
- // at medium zoom levels because different geographic texture coordinates would be reprojected to Web
- // Mercator as the same value.
- //
- // Our solution was to reproject to Web Mercator in the vertex shader instead of the fragment shader.
- // This required far more vertex data. With fragment shader reprojection, we only needed a single quad.
- // But to achieve the same precision with vertex shader reprojection, we needed a vertex for each
- // output pixel. So we used a grid of 256x256 vertices, because most of our imagery
- // tiles are 256x256. Fortunately the grid could be created and uploaded to the GPU just once and
- // re-used for all reprojections, so the performance was virtually unchanged from our original fragment
- // shader approach. See https://github.com/CesiumGS/cesium/pull/714.
- //
- // Over a year later, we noticed (https://github.com/CesiumGS/cesium/issues/2110)
- // that our reprojection code was creating a rare but severe artifact on some GPUs (Intel HD 4600
- // for one). The problem was that the GLSL sin function on these GPUs had a discontinuity at fine scales in
- // a few places.
- //
- // We solved this by implementing a more reliable sin function based on the CORDIC algorithm
- // (https://github.com/CesiumGS/cesium/pull/2111). Even though this was a fair
- // amount of code to be executing per vertex, the performance seemed to be pretty good on most GPUs.
- // Unfortunately, on some GPUs, the performance was absolutely terrible
- // (https://github.com/CesiumGS/cesium/issues/2258).
- //
- // So that brings us to our current solution, the one you see here. Effectively, we compute the Web
- // Mercator texture coordinates on the CPU and store the T coordinate with each vertex (the S coordinate
- // is the same in Geographic and Web Mercator). To make this faster, we reduced our reprojection mesh
- // to be only 2 vertices wide and 64 vertices high. We should have reduced the width to 2 sooner,
- // because the extra vertices weren't buying us anything. The height of 64 means we are technically
- // doing a slightly less accurate reprojection than we were before, but we can't see the difference
- // so it's worth the 4x speedup.
- let reproject = context.cache.imageryLayer_reproject;
- if (!defined(reproject)) {
- reproject = context.cache.imageryLayer_reproject = {
- vertexArray: undefined,
- shaderProgram: undefined,
- sampler: undefined,
- destroy: function () {
- if (defined(this.framebuffer)) {
- this.framebuffer.destroy();
- }
- if (defined(this.vertexArray)) {
- this.vertexArray.destroy();
- }
- if (defined(this.shaderProgram)) {
- this.shaderProgram.destroy();
- }
- },
- };
- const positions = new Float32Array(2 * 64 * 2);
- let index = 0;
- for (let j = 0; j < 64; ++j) {
- const y = j / 63.0;
- positions[index++] = 0.0;
- positions[index++] = y;
- positions[index++] = 1.0;
- positions[index++] = y;
- }
- const reprojectAttributeIndices = {
- position: 0,
- webMercatorT: 1,
- };
- const indices = TerrainProvider.getRegularGridIndices(2, 64);
- const indexBuffer = Buffer.createIndexBuffer({
- context: context,
- typedArray: indices,
- usage: BufferUsage.STATIC_DRAW,
- indexDatatype: IndexDatatype.UNSIGNED_SHORT,
- });
- reproject.vertexArray = new VertexArray({
- context: context,
- attributes: [
- {
- index: reprojectAttributeIndices.position,
- vertexBuffer: Buffer.createVertexBuffer({
- context: context,
- typedArray: positions,
- usage: BufferUsage.STATIC_DRAW,
- }),
- componentsPerAttribute: 2,
- },
- {
- index: reprojectAttributeIndices.webMercatorT,
- vertexBuffer: Buffer.createVertexBuffer({
- context: context,
- sizeInBytes: 64 * 2 * 4,
- usage: BufferUsage.STREAM_DRAW,
- }),
- componentsPerAttribute: 1,
- },
- ],
- indexBuffer: indexBuffer,
- });
- const vs = new ShaderSource({
- sources: [ReprojectWebMercatorVS],
- });
- reproject.shaderProgram = ShaderProgram.fromCache({
- context: context,
- vertexShaderSource: vs,
- fragmentShaderSource: ReprojectWebMercatorFS,
- attributeLocations: reprojectAttributeIndices,
- });
- reproject.sampler = new Sampler({
- wrapS: TextureWrap.CLAMP_TO_EDGE,
- wrapT: TextureWrap.CLAMP_TO_EDGE,
- minificationFilter: TextureMinificationFilter.LINEAR,
- magnificationFilter: TextureMagnificationFilter.LINEAR,
- });
- }
- texture.sampler = reproject.sampler;
- const width = texture.width;
- const height = texture.height;
- uniformMap.textureDimensions.x = width;
- uniformMap.textureDimensions.y = height;
- uniformMap.texture = texture;
- let sinLatitude = Math.sin(rectangle.south);
- const southMercatorY = 0.5 * Math.log((1 + sinLatitude) / (1 - sinLatitude));
- sinLatitude = Math.sin(rectangle.north);
- const northMercatorY = 0.5 * Math.log((1 + sinLatitude) / (1 - sinLatitude));
- const oneOverMercatorHeight = 1.0 / (northMercatorY - southMercatorY);
- const outputTexture = new Texture({
- context: context,
- width: width,
- height: height,
- pixelFormat: texture.pixelFormat,
- pixelDatatype: texture.pixelDatatype,
- preMultiplyAlpha: texture.preMultiplyAlpha,
- });
- // Allocate memory for the mipmaps. Failure to do this before rendering
- // to the texture via the FBO, and calling generateMipmap later,
- // will result in the texture appearing blank. I can't pretend to
- // understand exactly why this is.
- if (CesiumMath.isPowerOfTwo(width) && CesiumMath.isPowerOfTwo(height)) {
- outputTexture.generateMipmap(MipmapHint.NICEST);
- }
- const south = rectangle.south;
- const north = rectangle.north;
- const webMercatorT = float32ArrayScratch;
- let outputIndex = 0;
- for (let webMercatorTIndex = 0; webMercatorTIndex < 64; ++webMercatorTIndex) {
- const fraction = webMercatorTIndex / 63.0;
- const latitude = CesiumMath.lerp(south, north, fraction);
- sinLatitude = Math.sin(latitude);
- const mercatorY = 0.5 * Math.log((1.0 + sinLatitude) / (1.0 - sinLatitude));
- const mercatorFraction =
- (mercatorY - southMercatorY) * oneOverMercatorHeight;
- webMercatorT[outputIndex++] = mercatorFraction;
- webMercatorT[outputIndex++] = mercatorFraction;
- }
- reproject.vertexArray
- .getAttribute(1)
- .vertexBuffer.copyFromArrayView(webMercatorT);
- command.shaderProgram = reproject.shaderProgram;
- command.outputTexture = outputTexture;
- command.uniformMap = uniformMap;
- command.vertexArray = reproject.vertexArray;
- }
- /**
- * Gets the level with the specified world coordinate spacing between texels, or less.
- *
- * @param {ImageryLayer} layer The imagery layer to use.
- * @param {Number} texelSpacing The texel spacing for which to find a corresponding level.
- * @param {Number} latitudeClosestToEquator The latitude closest to the equator that we're concerned with.
- * @returns {Number} The level with the specified texel spacing or less.
- * @private
- */
- function getLevelWithMaximumTexelSpacing(
- layer,
- texelSpacing,
- latitudeClosestToEquator
- ) {
- // PERFORMANCE_IDEA: factor out the stuff that doesn't change.
- const imageryProvider = layer._imageryProvider;
- const tilingScheme = imageryProvider.tilingScheme;
- const ellipsoid = tilingScheme.ellipsoid;
- const latitudeFactor = !(
- layer._imageryProvider.tilingScheme.projection instanceof
- GeographicProjection
- )
- ? Math.cos(latitudeClosestToEquator)
- : 1.0;
- const tilingSchemeRectangle = tilingScheme.rectangle;
- const levelZeroMaximumTexelSpacing =
- (ellipsoid.maximumRadius * tilingSchemeRectangle.width * latitudeFactor) /
- (imageryProvider.tileWidth * tilingScheme.getNumberOfXTilesAtLevel(0));
- const twoToTheLevelPower = levelZeroMaximumTexelSpacing / texelSpacing;
- const level = Math.log(twoToTheLevelPower) / Math.log(2);
- const rounded = Math.round(level);
- return rounded | 0;
- }
- export default ImageryLayer;
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