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- import BoundingSphere from "../Core/BoundingSphere.js";
- import Cartesian2 from "../Core/Cartesian2.js";
- import Cartesian3 from "../Core/Cartesian3.js";
- import Cartesian4 from "../Core/Cartesian4.js";
- import ComponentDatatype from "../Core/ComponentDatatype.js";
- import defined from "../Core/defined.js";
- import destroyObject from "../Core/destroyObject.js";
- import IndexDatatype from "../Core/IndexDatatype.js";
- import CesiumMath from "../Core/Math.js";
- import Matrix4 from "../Core/Matrix4.js";
- import PixelFormat from "../Core/PixelFormat.js";
- import PrimitiveType from "../Core/PrimitiveType.js";
- import Buffer from "../Renderer/Buffer.js";
- import BufferUsage from "../Renderer/BufferUsage.js";
- import ComputeCommand from "../Renderer/ComputeCommand.js";
- import DrawCommand from "../Renderer/DrawCommand.js";
- import PixelDatatype from "../Renderer/PixelDatatype.js";
- import RenderState from "../Renderer/RenderState.js";
- import ShaderProgram from "../Renderer/ShaderProgram.js";
- import Texture from "../Renderer/Texture.js";
- import VertexArray from "../Renderer/VertexArray.js";
- import SunFS from "../Shaders/SunFS.js";
- import SunTextureFS from "../Shaders/SunTextureFS.js";
- import SunVS from "../Shaders/SunVS.js";
- import BlendingState from "./BlendingState.js";
- import SceneMode from "./SceneMode.js";
- import SceneTransforms from "./SceneTransforms.js";
- /**
- * Draws a sun billboard.
- * <p>This is only supported in 3D and Columbus view.</p>
- *
- * @alias Sun
- * @constructor
- *
- *
- * @example
- * scene.sun = new Cesium.Sun();
- *
- * @see Scene#sun
- */
- function Sun() {
- /**
- * Determines if the sun will be shown.
- *
- * @type {Boolean}
- * @default true
- */
- this.show = true;
- this._drawCommand = new DrawCommand({
- primitiveType: PrimitiveType.TRIANGLES,
- boundingVolume: new BoundingSphere(),
- owner: this,
- });
- this._commands = {
- drawCommand: this._drawCommand,
- computeCommand: undefined,
- };
- this._boundingVolume = new BoundingSphere();
- this._boundingVolume2D = new BoundingSphere();
- this._texture = undefined;
- this._drawingBufferWidth = undefined;
- this._drawingBufferHeight = undefined;
- this._radiusTS = undefined;
- this._size = undefined;
- this.glowFactor = 1.0;
- this._glowFactorDirty = false;
- this._useHdr = undefined;
- const that = this;
- this._uniformMap = {
- u_texture: function () {
- return that._texture;
- },
- u_size: function () {
- return that._size;
- },
- };
- }
- Object.defineProperties(Sun.prototype, {
- /**
- * Gets or sets a number that controls how "bright" the Sun's lens flare appears
- * to be. Zero shows just the Sun's disc without any flare.
- * Use larger values for a more pronounced flare around the Sun.
- *
- * @memberof Sun.prototype
- * @type {Number}
- * @default 1.0
- */
- glowFactor: {
- get: function () {
- return this._glowFactor;
- },
- set: function (glowFactor) {
- glowFactor = Math.max(glowFactor, 0.0);
- this._glowFactor = glowFactor;
- this._glowFactorDirty = true;
- },
- },
- });
- const scratchPositionWC = new Cartesian2();
- const scratchLimbWC = new Cartesian2();
- const scratchPositionEC = new Cartesian4();
- const scratchCartesian4 = new Cartesian4();
- /**
- * @private
- */
- Sun.prototype.update = function (frameState, passState, useHdr) {
- if (!this.show) {
- return undefined;
- }
- const mode = frameState.mode;
- if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
- return undefined;
- }
- if (!frameState.passes.render) {
- return undefined;
- }
- const context = frameState.context;
- const drawingBufferWidth = passState.viewport.width;
- const drawingBufferHeight = passState.viewport.height;
- if (
- !defined(this._texture) ||
- drawingBufferWidth !== this._drawingBufferWidth ||
- drawingBufferHeight !== this._drawingBufferHeight ||
- this._glowFactorDirty ||
- useHdr !== this._useHdr
- ) {
- this._texture = this._texture && this._texture.destroy();
- this._drawingBufferWidth = drawingBufferWidth;
- this._drawingBufferHeight = drawingBufferHeight;
- this._glowFactorDirty = false;
- this._useHdr = useHdr;
- let size = Math.max(drawingBufferWidth, drawingBufferHeight);
- size = Math.pow(2.0, Math.ceil(Math.log(size) / Math.log(2.0)) - 2.0);
- // The size computed above can be less than 1.0 if size < 4.0. This will probably
- // never happen in practice, but does in the tests. Clamp to 1.0 to prevent WebGL
- // errors in the tests.
- size = Math.max(1.0, size);
- const pixelDatatype = useHdr
- ? context.halfFloatingPointTexture
- ? PixelDatatype.HALF_FLOAT
- : PixelDatatype.FLOAT
- : PixelDatatype.UNSIGNED_BYTE;
- this._texture = new Texture({
- context: context,
- width: size,
- height: size,
- pixelFormat: PixelFormat.RGBA,
- pixelDatatype: pixelDatatype,
- });
- this._glowLengthTS = this._glowFactor * 5.0;
- this._radiusTS = (1.0 / (1.0 + 2.0 * this._glowLengthTS)) * 0.5;
- const that = this;
- const uniformMap = {
- u_radiusTS: function () {
- return that._radiusTS;
- },
- };
- this._commands.computeCommand = new ComputeCommand({
- fragmentShaderSource: SunTextureFS,
- outputTexture: this._texture,
- uniformMap: uniformMap,
- persists: false,
- owner: this,
- postExecute: function () {
- that._commands.computeCommand = undefined;
- },
- });
- }
- const drawCommand = this._drawCommand;
- if (!defined(drawCommand.vertexArray)) {
- const attributeLocations = {
- direction: 0,
- };
- const directions = new Uint8Array(4 * 2);
- directions[0] = 0;
- directions[1] = 0;
- directions[2] = 255;
- directions[3] = 0.0;
- directions[4] = 255;
- directions[5] = 255;
- directions[6] = 0.0;
- directions[7] = 255;
- const vertexBuffer = Buffer.createVertexBuffer({
- context: context,
- typedArray: directions,
- usage: BufferUsage.STATIC_DRAW,
- });
- const attributes = [
- {
- index: attributeLocations.direction,
- vertexBuffer: vertexBuffer,
- componentsPerAttribute: 2,
- normalize: true,
- componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
- },
- ];
- // Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN
- const indexBuffer = Buffer.createIndexBuffer({
- context: context,
- typedArray: new Uint16Array([0, 1, 2, 0, 2, 3]),
- usage: BufferUsage.STATIC_DRAW,
- indexDatatype: IndexDatatype.UNSIGNED_SHORT,
- });
- drawCommand.vertexArray = new VertexArray({
- context: context,
- attributes: attributes,
- indexBuffer: indexBuffer,
- });
- drawCommand.shaderProgram = ShaderProgram.fromCache({
- context: context,
- vertexShaderSource: SunVS,
- fragmentShaderSource: SunFS,
- attributeLocations: attributeLocations,
- });
- drawCommand.renderState = RenderState.fromCache({
- blending: BlendingState.ALPHA_BLEND,
- });
- drawCommand.uniformMap = this._uniformMap;
- }
- const sunPosition = context.uniformState.sunPositionWC;
- const sunPositionCV = context.uniformState.sunPositionColumbusView;
- const boundingVolume = this._boundingVolume;
- const boundingVolume2D = this._boundingVolume2D;
- Cartesian3.clone(sunPosition, boundingVolume.center);
- boundingVolume2D.center.x = sunPositionCV.z;
- boundingVolume2D.center.y = sunPositionCV.x;
- boundingVolume2D.center.z = sunPositionCV.y;
- boundingVolume.radius =
- CesiumMath.SOLAR_RADIUS + CesiumMath.SOLAR_RADIUS * this._glowLengthTS;
- boundingVolume2D.radius = boundingVolume.radius;
- if (mode === SceneMode.SCENE3D) {
- BoundingSphere.clone(boundingVolume, drawCommand.boundingVolume);
- } else if (mode === SceneMode.COLUMBUS_VIEW) {
- BoundingSphere.clone(boundingVolume2D, drawCommand.boundingVolume);
- }
- const position = SceneTransforms.computeActualWgs84Position(
- frameState,
- sunPosition,
- scratchCartesian4
- );
- const dist = Cartesian3.magnitude(
- Cartesian3.subtract(position, frameState.camera.position, scratchCartesian4)
- );
- const projMatrix = context.uniformState.projection;
- const positionEC = scratchPositionEC;
- positionEC.x = 0;
- positionEC.y = 0;
- positionEC.z = -dist;
- positionEC.w = 1;
- const positionCC = Matrix4.multiplyByVector(
- projMatrix,
- positionEC,
- scratchCartesian4
- );
- const positionWC = SceneTransforms.clipToGLWindowCoordinates(
- passState.viewport,
- positionCC,
- scratchPositionWC
- );
- positionEC.x = CesiumMath.SOLAR_RADIUS;
- const limbCC = Matrix4.multiplyByVector(
- projMatrix,
- positionEC,
- scratchCartesian4
- );
- const limbWC = SceneTransforms.clipToGLWindowCoordinates(
- passState.viewport,
- limbCC,
- scratchLimbWC
- );
- this._size = Cartesian2.magnitude(
- Cartesian2.subtract(limbWC, positionWC, scratchCartesian4)
- );
- this._size = 2.0 * this._size * (1.0 + 2.0 * this._glowLengthTS);
- this._size = Math.ceil(this._size);
- return this._commands;
- };
- /**
- * 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} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
- *
- * @see Sun#destroy
- */
- Sun.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
- * sun = sun && sun.destroy();
- *
- * @see Sun#isDestroyed
- */
- Sun.prototype.destroy = function () {
- const command = this._drawCommand;
- command.vertexArray = command.vertexArray && command.vertexArray.destroy();
- command.shaderProgram =
- command.shaderProgram && command.shaderProgram.destroy();
- this._texture = this._texture && this._texture.destroy();
- return destroyObject(this);
- };
- export default Sun;
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