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| import BlendingState from "./BlendingState.js";import Buffer from "../Renderer/Buffer.js";import BufferUsage from "../Renderer/BufferUsage.js";import Cartesian3 from "../Core/Cartesian3.js";import Check from "../Core/Check.js";import Color from "../Core/Color.js";import ComputeCommand from "../Renderer/ComputeCommand.js";import CloudType from "./CloudType.js";import CloudCollectionFS from "../Shaders/CloudCollectionFS.js";import CloudCollectionVS from "../Shaders/CloudCollectionVS.js";import CloudNoiseFS from "../Shaders/CloudNoiseFS.js";import CloudNoiseVS from "../Shaders/CloudNoiseVS.js";import ComponentDatatype from "../Core/ComponentDatatype.js";import CumulusCloud from "./CumulusCloud.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 DrawCommand from "../Renderer/DrawCommand.js";import EncodedCartesian3 from "../Core/EncodedCartesian3.js";import IndexDatatype from "../Core/IndexDatatype.js";import Pass from "../Renderer/Pass.js";import PixelDatatype from "../Renderer/PixelDatatype.js";import PixelFormat from "../Core/PixelFormat.js";import RenderState from "../Renderer/RenderState.js";import Sampler from "../Renderer/Sampler.js";import ShaderSource from "../Renderer/ShaderSource.js";import ShaderProgram from "../Renderer/ShaderProgram.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 VertexArrayFacade from "../Renderer/VertexArrayFacade.js";import WebGLConstants from "../Core/WebGLConstants.js";let attributeLocations;const scratchTextureDimensions = new Cartesian3();const attributeLocationsBatched = {  positionHighAndScaleX: 0,  positionLowAndScaleY: 1,  packedAttribute0: 2, // show, brightness, direction  packedAttribute1: 3, // cloudSize, slice  color: 4,};const attributeLocationsInstanced = {  direction: 0,  positionHighAndScaleX: 1,  positionLowAndScaleY: 2,  packedAttribute0: 3, // show, brightness  packedAttribute1: 4, // cloudSize, slice  color: 5,};const SHOW_INDEX = CumulusCloud.SHOW_INDEX;const POSITION_INDEX = CumulusCloud.POSITION_INDEX;const SCALE_INDEX = CumulusCloud.SCALE_INDEX;const MAXIMUM_SIZE_INDEX = CumulusCloud.MAXIMUM_SIZE_INDEX;const SLICE_INDEX = CumulusCloud.SLICE_INDEX;const BRIGHTNESS_INDEX = CumulusCloud.BRIGHTNESS_INDEX;const NUMBER_OF_PROPERTIES = CumulusCloud.NUMBER_OF_PROPERTIES;const COLOR_INDEX = CumulusCloud.COLOR_INDEX;/** * A renderable collection of clouds in the 3D scene. * <br /><br /> * <div align='center'> * <img src='Images/CumulusCloud.png' width='400' height='300' /><br /> * Example cumulus clouds * </div> * <br /><br /> * Clouds are added and removed from the collection using {@link CloudCollection#add} * and {@link CloudCollection#remove}. * @alias CloudCollection * @constructor * * @param {Object} [options] Object with the following properties: * @param {Boolean} [options.show=true] Whether to display the clouds. * @param {Number} [options.noiseDetail=16.0] Desired amount of detail in the noise texture. * @param {Number} [options.noiseOffset=Cartesian3.ZERO] Desired translation of data in noise texture. * @param {Boolean} [options.debugBillboards=false] For debugging only. Determines if the billboards are rendered with an opaque color. * @param {Boolean} [options.debugEllipsoids=false] For debugging only. Determines if the clouds will be rendered as opaque ellipsoids. * @see CloudCollection#add * @see CloudCollection#remove * @see CumulusCloud * * @demo {@link https://sandcastle.cesium.com/index.html?src=Clouds.html|Cesium Sandcastle Clouds Demo} * @demo {@link https://sandcastle.cesium.com/index.html?src=Cloud%20Parameters.html|Cesium Sandcastle Cloud Parameters Demo} * * @example * // Create a cloud collection with two cumulus clouds * const clouds = scene.primitives.add(new Cesium.CloudCollection()); * clouds.add({ *   position : new Cesium.Cartesian3(1.0, 2.0, 3.0), *   maximumSize: new Cesium.Cartesian3(20.0, 12.0, 8.0) * }); * clouds.add({ *   position : new Cesium.Cartesian3(4.0, 5.0, 6.0), *   maximumSize: new Cesium.Cartesian3(15.0, 9.0, 9.0), *   slice: 0.5 * }); * */function CloudCollection(options) {  options = defaultValue(options, defaultValue.EMPTY_OBJECT);  this._clouds = [];  this._cloudsToUpdate = [];  this._cloudsToUpdateIndex = 0;  this._cloudsRemoved = false;  this._createVertexArray = false;  this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES);  this._noiseTexture = undefined;  this._textureSliceWidth = 128;  this._noiseTextureRows = 4;  /**   * <p>   * Controls the amount of detail captured in the precomputed noise texture   * used to render the cumulus clouds. In order for the texture to be tileable,   * this must be a power of two. For best results, set this to be a power of two   * between <code>8.0</code> and <code>32.0</code> (inclusive).   * </p>   *   * <div align='center'>   * <table border='0' cellpadding='5'><tr>   * <td align='center'>   *   <code>clouds.noiseDetail = 8.0;</code><br/>   *   <img src='Images/CloudCollection.noiseDetail8.png' width='250' height='158' />   * </td>   * <td align='center'>   *   <code>clouds.noiseDetail = 32.0;</code><br/>   *   <img src='Images/CloudCollection.noiseDetail32.png' width='250' height='158' />   * </td>   * </tr></table>   * </div>   *   * @type {Number}   *   * @default 16.0   */  this.noiseDetail = defaultValue(options.noiseDetail, 16.0);  /**   * <p>   * Applies a translation to noise texture coordinates to generate different data.   * This can be modified if the default noise does not generate good-looking clouds.   * </p>   *   * <div align='center'>   * <table border='0' cellpadding='5'><tr>   * <td align='center'>   *   <code>default</code><br/>   *   <img src='Images/CloudCollection.noiseOffsetdefault.png' width='250' height='158' />   * </td>   * <td align='center'>   *   <code>clouds.noiseOffset = new Cesium.Cartesian3(10, 20, 10);</code><br/>   *   <img src='Images/CloudCollection.noiseOffsetx10y20z10.png' width='250' height='158' />   * </td>   * </tr></table>   * </div>   * @type {Cartesian3}   *   * @default Cartesian3.ZERO   */  this.noiseOffset = Cartesian3.clone(    defaultValue(options.noiseOffset, Cartesian3.ZERO)  );  this._loading = false;  this._ready = false;  const that = this;  this._uniforms = {    u_noiseTexture: function () {      return that._noiseTexture;    },    u_noiseTextureDimensions: getNoiseTextureDimensions(that),    u_noiseDetail: function () {      return that.noiseDetail;    },  };  this._vaNoise = undefined;  this._spNoise = undefined;  this._spCreated = false;  this._sp = undefined;  this._rs = undefined;  /**   * Determines if billboards in this collection will be shown.   *   * @type {Boolean}   * @default true   */  this.show = defaultValue(options.show, true);  this._colorCommands = [];  /**   * This property is for debugging only; it is not for production use nor is it optimized.   * <p>   * Renders the billboards with one opaque color for the sake of debugging.   * </p>   *   * @type {Boolean}   *   * @default false   */  this.debugBillboards = defaultValue(options.debugBillboards, false);  this._compiledDebugBillboards = false;  /**   * This property is for debugging only; it is not for production use nor is it optimized.   * <p>   * Draws the clouds as opaque, monochrome ellipsoids for the sake of debugging.   * If <code>debugBillboards</code> is also true, then the ellipsoids will draw on top of the billboards.   * </p>   *   * @type {Boolean}   *   * @default false   */  this.debugEllipsoids = defaultValue(options.debugEllipsoids, false);  this._compiledDebugEllipsoids = false;}// Wraps useful texture metrics into a single vec3 for less overhead.function getNoiseTextureDimensions(collection) {  return function () {    scratchTextureDimensions.x = collection._textureSliceWidth;    scratchTextureDimensions.y = collection._noiseTextureRows;    scratchTextureDimensions.z = 1.0 / collection._noiseTextureRows;    return scratchTextureDimensions;  };}Object.defineProperties(CloudCollection.prototype, {  /**   * Returns the number of clouds in this collection.   * @memberof CloudCollection.prototype   * @type {Number}   */  length: {    get: function () {      removeClouds(this);      return this._clouds.length;    },  },});function destroyClouds(clouds) {  const length = clouds.length;  for (let i = 0; i < length; ++i) {    if (clouds[i]) {      clouds[i]._destroy();    }  }}/** * Creates and adds a cloud with the specified initial properties to the collection. * The added cloud is returned so it can be modified or removed from the collection later. * * @param {Object}[options] A template describing the cloud's properties as shown in Example 1. * @returns {CumulusCloud} The cloud that was added to the collection. * * @performance Calling <code>add</code> is expected constant time.  However, the collection's vertex buffer * is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead.  For * best performance, add as many clouds as possible before calling <code>update</code>. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * * @example * // Example 1:  Add a cumulus cloud, specifying all the default values. * const c = clouds.add({ *   show : true, *   position : Cesium.Cartesian3.ZERO, *   scale : new Cesium.Cartesian2(20.0, 12.0), *   maximumSize: new Cesium.Cartesian3(20.0, 12.0, 12.0), *   slice: -1.0, *   cloudType : CloudType.CUMULUS * }); * * @example * // Example 2:  Specify only the cloud's cartographic position. * const c = clouds.add({ *   position : Cesium.Cartesian3.fromDegrees(longitude, latitude, height) * }); * * @see CloudCollection#remove * @see CloudCollection#removeAll */CloudCollection.prototype.add = function (options) {  options = defaultValue(options, defaultValue.EMPTY_OBJECT);  const cloudType = defaultValue(options.cloudType, CloudType.CUMULUS);  //>>includeStart('debug', pragmas.debug);  if (!CloudType.validate(cloudType)) {    throw new DeveloperError("invalid cloud type");  }  //>>includeEnd('debug');  let cloud;  if (cloudType === CloudType.CUMULUS) {    cloud = new CumulusCloud(options, this);    cloud._index = this._clouds.length;    this._clouds.push(cloud);    this._createVertexArray = true;  }  return cloud;};/** * Removes a cloud from the collection. * * @param {CumulusCloud} cloud The cloud to remove. * @returns {Boolean} <code>true</code> if the cloud was removed; <code>false</code> if the cloud was not found in the collection. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * * @example * const c = clouds.add(...); * clouds.remove(c);  // Returns true * * @see CloudCollection#add * @see CloudCollection#removeAll * @see CumulusCloud#show */CloudCollection.prototype.remove = function (cloud) {  if (this.contains(cloud)) {    this._clouds[cloud._index] = undefined; // Removed later in removeClouds()    this._cloudsRemoved = true;    this._createVertexArray = true;    cloud._destroy();    return true;  }  return false;};/** * Removes all clouds from the collection. * * @performance <code>O(n)</code>.  It is more efficient to remove all the clouds * 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 * clouds.add(...); * clouds.add(...); * clouds.removeAll(); * * @see CloudCollection#add * @see CloudCollection#remove */CloudCollection.prototype.removeAll = function () {  destroyClouds(this._clouds);  this._clouds = [];  this._cloudsToUpdate = [];  this._cloudsToUpdateIndex = 0;  this._cloudsRemoved = false;  this._createVertexArray = true;};function removeClouds(cloudCollection) {  if (cloudCollection._cloudsRemoved) {    cloudCollection._cloudsRemoved = false;    const newClouds = [];    const clouds = cloudCollection._clouds;    const length = clouds.length;    for (let i = 0, j = 0; i < length; ++i) {      const cloud = clouds[i];      if (defined(cloud)) {        clouds._index = j++;        newClouds.push(cloud);      }    }    cloudCollection._clouds = newClouds;  }}CloudCollection.prototype._updateCloud = function (cloud, propertyChanged) {  if (!cloud._dirty) {    this._cloudsToUpdate[this._cloudsToUpdateIndex++] = cloud;  }  ++this._propertiesChanged[propertyChanged];};/** * Check whether this collection contains a given cloud. * * @param {CumulusCloud} [cloud] The cloud to check for. * @returns {Boolean} true if this collection contains the cloud, false otherwise. * * @see CloudCollection#get */CloudCollection.prototype.contains = function (cloud) {  return defined(cloud) && cloud._cloudCollection === this;};/** * Returns the cloud in the collection at the specified index. Indices are zero-based * and increase as clouds are added. Removing a cloud shifts all clouds after * it to the left, changing their indices. This function is commonly used with * {@link CloudCollection#length} to iterate over all the clouds in the collection. * * @param {Number} index The zero-based index of the cloud. * @returns {CumulusCloud} The cloud at the specified index. * * @performance Expected constant time. If clouds were removed from the collection and * {@link CloudCollection#update} was not called, an implicit <code>O(n)</code> * operation is performed. * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * * @example * // Toggle the show property of every cloud in the collection * const len = clouds.length; * for (let i = 0; i < len; ++i) { *   const c = clouds.get(i); *   c.show = !c.show; * } * * @see CloudCollection#length */CloudCollection.prototype.get = function (index) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.number("index", index);  //>>includeEnd('debug');  removeClouds(this);  return this._clouds[index];};const texturePositions = new Float32Array([  -1.0,  -1.0,  1.0,  -1.0,  1.0,  1.0,  -1.0,  1.0,]);const textureIndices = new Uint16Array([0, 1, 2, 0, 2, 3]);function createTextureVA(context) {  const positionBuffer = Buffer.createVertexBuffer({    context: context,    typedArray: texturePositions,    usage: BufferUsage.STATIC_DRAW,  });  const indexBuffer = Buffer.createIndexBuffer({    context: context,    typedArray: textureIndices,    usage: BufferUsage.STATIC_DRAW,    indexDatatype: IndexDatatype.UNSIGNED_SHORT,  });  const attributes = [    {      index: 0,      vertexBuffer: positionBuffer,      componentsPerAttribute: 2,      componentDatatype: ComponentDatatype.FLOAT,    },  ];  return new VertexArray({    context: context,    attributes: attributes,    indexBuffer: indexBuffer,  });}let getIndexBuffer;function getIndexBufferBatched(context) {  const sixteenK = 16 * 1024;  let indexBuffer = context.cache.cloudCollection_indexBufferBatched;  if (defined(indexBuffer)) {    return indexBuffer;  }  // Subtract 6 because the last index is reserved for primitive restart.  // https://www.khronos.org/registry/webgl/specs/latest/2.0/#5.18  const length = sixteenK * 6 - 6;  const indices = new Uint16Array(length);  for (let i = 0, j = 0; i < length; i += 6, j += 4) {    indices[i] = j;    indices[i + 1] = j + 1;    indices[i + 2] = j + 2;    indices[i + 3] = j;    indices[i + 4] = j + 2;    indices[i + 5] = j + 3;  }  indexBuffer = Buffer.createIndexBuffer({    context: context,    typedArray: indices,    usage: BufferUsage.STATIC_DRAW,    indexDatatype: IndexDatatype.UNSIGNED_SHORT,  });  indexBuffer.vertexArrayDestroyable = false;  context.cache.cloudCollection_indexBufferBatched = indexBuffer;  return indexBuffer;}function getIndexBufferInstanced(context) {  let indexBuffer = context.cache.cloudCollection_indexBufferInstanced;  if (defined(indexBuffer)) {    return indexBuffer;  }  indexBuffer = Buffer.createIndexBuffer({    context: context,    typedArray: new Uint16Array([0, 1, 2, 0, 2, 3]),    usage: BufferUsage.STATIC_DRAW,    indexDatatype: IndexDatatype.UNSIGNED_SHORT,  });  indexBuffer.vertexArrayDestroyable = false;  context.cache.cloudCollection_indexBufferInstanced = indexBuffer;  return indexBuffer;}function getVertexBufferInstanced(context) {  let vertexBuffer = context.cache.cloudCollection_vertexBufferInstanced;  if (defined(vertexBuffer)) {    return vertexBuffer;  }  vertexBuffer = Buffer.createVertexBuffer({    context: context,    typedArray: new Float32Array([0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]),    usage: BufferUsage.STATIC_DRAW,  });  vertexBuffer.vertexArrayDestroyable = false;  context.cache.cloudCollection_vertexBufferInstanced = vertexBuffer;  return vertexBuffer;}function createVAF(context, numberOfClouds, instanced) {  const attributes = [    {      index: attributeLocations.positionHighAndScaleX,      componentsPerAttribute: 4,      componentDatatype: ComponentDatatype.FLOAT,      usage: BufferUsage.STATIC_DRAW,    },    {      index: attributeLocations.positionLowAndScaleY,      componentsPerAttribute: 4,      componentDatatype: ComponentDatatype.FLOAT,      usage: BufferUsage.STATIC_DRAW,    },    {      index: attributeLocations.packedAttribute0,      componentsPerAttribute: 4,      componentDatatype: ComponentDatatype.FLOAT,      usage: BufferUsage.STATIC_DRAW,    },    {      index: attributeLocations.packedAttribute1,      componentsPerAttribute: 4,      componentDatatype: ComponentDatatype.FLOAT,      usage: BufferUsage.STATIC_DRAW,    },    {      index: attributeLocations.color,      componentsPerAttribute: 4,      componentDatatype: ComponentDatatype.UNSIGNED_BYTE,      normalize: true,      usage: BufferUsage.STATIC_DRAW,    },  ];  if (instanced) {    attributes.push({      index: attributeLocations.direction,      componentsPerAttribute: 2,      componentDatatype: ComponentDatatype.FLOAT,      vertexBuffer: getVertexBufferInstanced(context),    });  }  const sizeInVertices = instanced ? numberOfClouds : 4 * numberOfClouds;  return new VertexArrayFacade(context, attributes, sizeInVertices, instanced);}const writePositionScratch = new EncodedCartesian3();function writePositionAndScale(cloudCollection, frameState, vafWriters, cloud) {  let i;  const positionHighWriter =    vafWriters[attributeLocations.positionHighAndScaleX];  const positionLowWriter = vafWriters[attributeLocations.positionLowAndScaleY];  const position = cloud.position;  EncodedCartesian3.fromCartesian(position, writePositionScratch);  const scale = cloud.scale;  const high = writePositionScratch.high;  const low = writePositionScratch.low;  if (cloudCollection._instanced) {    i = cloud._index;    positionHighWriter(i, high.x, high.y, high.z, scale.x);    positionLowWriter(i, low.x, low.y, low.z, scale.y);  } else {    i = cloud._index * 4;    positionHighWriter(i + 0, high.x, high.y, high.z, scale.x);    positionHighWriter(i + 1, high.x, high.y, high.z, scale.x);    positionHighWriter(i + 2, high.x, high.y, high.z, scale.x);    positionHighWriter(i + 3, high.x, high.y, high.z, scale.x);    positionLowWriter(i + 0, low.x, low.y, low.z, scale.y);    positionLowWriter(i + 1, low.x, low.y, low.z, scale.y);    positionLowWriter(i + 2, low.x, low.y, low.z, scale.y);    positionLowWriter(i + 3, low.x, low.y, low.z, scale.y);  }}function writePackedAttribute0(cloudCollection, frameState, vafWriters, cloud) {  let i;  const writer = vafWriters[attributeLocations.packedAttribute0];  const show = cloud.show;  const brightness = cloud.brightness;  if (cloudCollection._instanced) {    i = cloud._index;    writer(i, show, brightness, 0.0, 0.0);  } else {    i = cloud._index * 4;    writer(i + 0, show, brightness, 0.0, 0.0);    writer(i + 1, show, brightness, 1.0, 0.0);    writer(i + 2, show, brightness, 1.0, 1.0);    writer(i + 3, show, brightness, 0.0, 1.0);  }}function writePackedAttribute1(cloudCollection, frameState, vafWriters, cloud) {  let i;  const writer = vafWriters[attributeLocations.packedAttribute1];  const maximumSize = cloud.maximumSize;  const slice = cloud.slice;  if (cloudCollection._instanced) {    i = cloud._index;    writer(i, maximumSize.x, maximumSize.y, maximumSize.z, slice);  } else {    i = cloud._index * 4;    writer(i + 0, maximumSize.x, maximumSize.y, maximumSize.z, slice);    writer(i + 1, maximumSize.x, maximumSize.y, maximumSize.z, slice);    writer(i + 2, maximumSize.x, maximumSize.y, maximumSize.z, slice);    writer(i + 3, maximumSize.x, maximumSize.y, maximumSize.z, slice);  }}function writeColor(cloudCollection, frameState, vafWriters, cloud) {  let i;  const writer = vafWriters[attributeLocations.color];  const color = cloud.color;  const red = Color.floatToByte(color.red);  const green = Color.floatToByte(color.green);  const blue = Color.floatToByte(color.blue);  const alpha = Color.floatToByte(color.alpha);  if (cloudCollection._instanced) {    i = cloud._index;    writer(i, red, green, blue, alpha);  } else {    i = cloud._index * 4;    writer(i + 0, red, green, blue, alpha);    writer(i + 1, red, green, blue, alpha);    writer(i + 2, red, green, blue, alpha);    writer(i + 3, red, green, blue, alpha);  }}function writeCloud(cloudCollection, frameState, vafWriters, cloud) {  writePositionAndScale(cloudCollection, frameState, vafWriters, cloud);  writePackedAttribute0(cloudCollection, frameState, vafWriters, cloud);  writePackedAttribute1(cloudCollection, frameState, vafWriters, cloud);  writeColor(cloudCollection, frameState, vafWriters, cloud);}function createNoiseTexture(cloudCollection, frameState, vsSource, fsSource) {  const that = cloudCollection;  const textureSliceWidth = that._textureSliceWidth;  const noiseTextureRows = that._noiseTextureRows;  //>>includeStart('debug', pragmas.debug);  if (    textureSliceWidth / noiseTextureRows < 1 ||    textureSliceWidth % noiseTextureRows !== 0  ) {    throw new DeveloperError(      "noiseTextureRows must evenly divide textureSliceWidth"    );  }  //>>includeEnd('debug');  const context = frameState.context;  that._vaNoise = createTextureVA(context);  that._spNoise = ShaderProgram.fromCache({    context: context,    vertexShaderSource: vsSource,    fragmentShaderSource: fsSource,    attributeLocations: {      position: 0,    },  });  const noiseDetail = that.noiseDetail;  const noiseOffset = that.noiseOffset;  that._noiseTexture = new Texture({    context: context,    width: (textureSliceWidth * textureSliceWidth) / noiseTextureRows,    height: textureSliceWidth * noiseTextureRows,    pixelDatatype: PixelDatatype.UNSIGNED_BYTE,    pixelFormat: PixelFormat.RGBA,    sampler: new Sampler({      wrapS: TextureWrap.REPEAT,      wrapT: TextureWrap.REPEAT,      minificationFilter: TextureMinificationFilter.NEAREST,      magnificationFilter: TextureMagnificationFilter.NEAREST,    }),  });  const textureCommand = new ComputeCommand({    vertexArray: that._vaNoise,    shaderProgram: that._spNoise,    outputTexture: that._noiseTexture,    uniformMap: {      u_noiseTextureDimensions: getNoiseTextureDimensions(that),      u_noiseDetail: function () {        return noiseDetail;      },      u_noiseOffset: function () {        return noiseOffset;      },    },    persists: false,    owner: cloudCollection,    postExecute: function (texture) {      that._ready = true;      that._loading = false;    },  });  frameState.commandList.push(textureCommand);  that._loading = true;}function createVertexArray(cloudCollection, frameState) {  const that = cloudCollection;  const context = frameState.context;  that._createVertexArray = false;  that._vaf = that._vaf && that._vaf.destroy();  const clouds = cloudCollection._clouds;  const cloudsLength = clouds.length;  if (cloudsLength > 0) {    that._vaf = createVAF(context, cloudsLength, that._instanced);    const vafWriters = that._vaf.writers;    let i;    // Rewrite entire buffer if clouds were added or removed.    for (i = 0; i < cloudsLength; ++i) {      const cloud = clouds[i];      writeCloud(cloudCollection, frameState, vafWriters, cloud);    }    // Different cloud collections share the same index buffer.    that._vaf.commit(getIndexBuffer(context));  }}const scratchWriterArray = [];function updateClouds(cloudCollection, frameState) {  const context = frameState.context;  const that = cloudCollection;  const clouds = that._clouds;  const cloudsLength = clouds.length;  const cloudsToUpdate = that._cloudsToUpdate;  const cloudsToUpdateLength = that._cloudsToUpdateIndex;  const properties = that._propertiesChanged;  const writers = scratchWriterArray;  writers.length = 0;  if (properties[POSITION_INDEX] || properties[SCALE_INDEX]) {    writers.push(writePositionAndScale);  }  if (properties[SHOW_INDEX] || properties[BRIGHTNESS_INDEX]) {    writers.push(writePackedAttribute0);  }  if (properties[MAXIMUM_SIZE_INDEX] || properties[SLICE_INDEX]) {    writers.push(writePackedAttribute1);  }  if (properties[COLOR_INDEX]) {    writers.push(writeColor);  }  const numWriters = writers.length;  const vafWriters = that._vaf.writers;  let i, c, w;  if (cloudsToUpdateLength / cloudsLength > 0.1) {    // Like BillboardCollection, if more than 10% of clouds change,    // rewrite the entire buffer.    for (i = 0; i < cloudsToUpdateLength; ++i) {      c = cloudsToUpdate[i];      c._dirty = false;      for (w = 0; w < numWriters; ++w) {        writers[w](cloudCollection, frameState, vafWriters, c);      }    }    that._vaf.commit(getIndexBuffer(context));  } else {    for (i = 0; i < cloudsToUpdateLength; ++i) {      c = cloudsToUpdate[i];      c._dirty = false;      for (w = 0; w < numWriters; ++w) {        writers[w](cloudCollection, frameState, vafWriters, c);      }      if (that._instanced) {        that._vaf.subCommit(c._index, 1);      } else {        that._vaf.subCommit(c._index * 4, 4);      }    }    that._vaf.endSubCommits();  }  that._cloudsToUpdateIndex = 0;}function createShaderProgram(cloudCollection, frameState, vsSource, fsSource) {  const context = frameState.context;  const that = cloudCollection;  const vs = new ShaderSource({    defines: [],    sources: [vsSource],  });  if (that._instanced) {    vs.defines.push("INSTANCED");  }  const fs = new ShaderSource({    defines: [],    sources: [fsSource],  });  if (that.debugBillboards) {    fs.defines.push("DEBUG_BILLBOARDS");  }  if (that.debugEllipsoids) {    fs.defines.push("DEBUG_ELLIPSOIDS");  }  that._sp = ShaderProgram.replaceCache({    context: context,    shaderProgram: that._sp,    vertexShaderSource: vs,    fragmentShaderSource: fs,    attributeLocations: attributeLocations,  });  that._rs = RenderState.fromCache({    depthTest: {      enabled: true,      func: WebGLConstants.LESS,    },    depthMask: false,    blending: BlendingState.ALPHA_BLEND,  });  that._spCreated = true;  that._compiledDebugBillboards = that.debugBillboards;  that._compiledDebugEllipsoids = that.debugEllipsoids;}function createDrawCommands(cloudCollection, frameState) {  const that = cloudCollection;  const pass = frameState.passes;  const uniforms = that._uniforms;  const commandList = frameState.commandList;  if (pass.render) {    const colorList = that._colorCommands;    const va = that._vaf.va;    const vaLength = va.length;    colorList.length = vaLength;    for (let i = 0; i < vaLength; i++) {      let command = colorList[i];      if (!defined(command)) {        command = colorList[i] = new DrawCommand();      }      command.pass = Pass.TRANSLUCENT;      command.owner = cloudCollection;      command.uniformMap = uniforms;      command.count = va[i].indicesCount;      command.vertexArray = va[i].va;      command.shaderProgram = that._sp;      command.renderState = that._rs;      if (that._instanced) {        command.count = 6;        command.instanceCount = that._clouds.length;      }      commandList.push(command);    }  }}/** * @private */CloudCollection.prototype.update = function (frameState) {  removeClouds(this);  if (!this.show) {    return;  }  const debugging = this.debugBillboards || this.debugEllipsoids;  this._ready = debugging ? true : defined(this._noiseTexture);  if (!this._ready && !this._loading && !debugging) {    createNoiseTexture(this, frameState, CloudNoiseVS, CloudNoiseFS);  }  this._instanced = frameState.context.instancedArrays;  attributeLocations = this._instanced    ? attributeLocationsInstanced    : attributeLocationsBatched;  getIndexBuffer = this._instanced    ? getIndexBufferInstanced    : getIndexBufferBatched;  const clouds = this._clouds;  const cloudsLength = clouds.length;  const cloudsToUpdate = this._cloudsToUpdate;  const cloudsToUpdateLength = this._cloudsToUpdateIndex;  if (this._createVertexArray) {    createVertexArray(this, frameState);  } else if (cloudsToUpdateLength > 0) {    // Clouds were modified, but none were added or removed.    updateClouds(this, frameState);  }  // If the number of total clouds ever shrinks considerably,  // truncate cloudsToUpdate so that we free memory that  // we are no longer using.  if (cloudsToUpdateLength > cloudsLength * 1.5) {    cloudsToUpdate.length = cloudsLength;  }  if (    !defined(this._vaf) ||    !defined(this._vaf.va) ||    !this._ready & !debugging  ) {    return;  }  if (    !this._spCreated ||    this.debugBillboards !== this._compiledDebugBillboards ||    this.debugEllipsoids !== this._compiledDebugEllipsoids  ) {    createShaderProgram(this, frameState, CloudCollectionVS, CloudCollectionFS);  }  createDrawCommands(this, frameState);};/** * 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 CloudCollection#destroy */CloudCollection.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 * clouds = clouds && clouds.destroy(); * * @see CloudCollection#isDestroyed */CloudCollection.prototype.destroy = function () {  this._noiseTexture = this._noiseTexture && this._noiseTexture.destroy();  this._sp = this._sp && this._sp.destroy();  this._vaf = this._vaf && this._vaf.destroy();  destroyClouds(this._clouds);  return destroyObject(this);};export default CloudCollection;
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