| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433 | import defined from "../Core/defined.js";import DrawCommand from "../Renderer/DrawCommand.js";import RenderState from "../Renderer/RenderState.js";import ShaderSource from "../Renderer/ShaderSource.js";/** * @private */function DerivedCommand() {}const fragDepthRegex = /\bgl_FragDepthEXT\b/;const discardRegex = /\bdiscard\b/;function getDepthOnlyShaderProgram(context, shaderProgram) {  let shader = context.shaderCache.getDerivedShaderProgram(    shaderProgram,    "depthOnly"  );  if (!defined(shader)) {    const attributeLocations = shaderProgram._attributeLocations;    let fs = shaderProgram.fragmentShaderSource;    let i;    let writesDepthOrDiscards = false;    const sources = fs.sources;    let length = sources.length;    for (i = 0; i < length; ++i) {      if (fragDepthRegex.test(sources[i]) || discardRegex.test(sources[i])) {        writesDepthOrDiscards = true;        break;      }    }    let usesLogDepth = false;    const defines = fs.defines;    length = defines.length;    for (i = 0; i < length; ++i) {      if (defines[i] === "LOG_DEPTH") {        usesLogDepth = true;        break;      }    }    let source;    if (!writesDepthOrDiscards && !usesLogDepth) {      source =        "void main() \n" + "{ \n" + "    gl_FragColor = vec4(1.0); \n" + "} \n";      fs = new ShaderSource({        sources: [source],      });    } else if (!writesDepthOrDiscards && usesLogDepth) {      source =        "#ifdef GL_EXT_frag_depth \n" +        "#extension GL_EXT_frag_depth : enable \n" +        "#endif \n\n" +        "void main() \n" +        "{ \n" +        "    gl_FragColor = vec4(1.0); \n" +        "    czm_writeLogDepth(); \n" +        "} \n";      fs = new ShaderSource({        defines: ["LOG_DEPTH"],        sources: [source],      });    }    shader = context.shaderCache.createDerivedShaderProgram(      shaderProgram,      "depthOnly",      {        vertexShaderSource: shaderProgram.vertexShaderSource,        fragmentShaderSource: fs,        attributeLocations: attributeLocations,      }    );  }  return shader;}function getDepthOnlyRenderState(scene, renderState) {  const cache = scene._depthOnlyRenderStateCache;  let depthOnlyState = cache[renderState.id];  if (!defined(depthOnlyState)) {    const rs = RenderState.getState(renderState);    rs.depthMask = true;    rs.colorMask = {      red: false,      green: false,      blue: false,      alpha: false,    };    depthOnlyState = RenderState.fromCache(rs);    cache[renderState.id] = depthOnlyState;  }  return depthOnlyState;}DerivedCommand.createDepthOnlyDerivedCommand = function (  scene,  command,  context,  result) {  // For a depth only pass, we bind a framebuffer with only a depth attachment (no color attachments),  // do not write color, and write depth. If the fragment shader doesn't modify the fragment depth  // or discard, the driver can replace the fragment shader with a pass-through shader. We're unsure if this  // actually happens so we modify the shader to use a pass-through fragment shader.  if (!defined(result)) {    result = {};  }  let shader;  let renderState;  if (defined(result.depthOnlyCommand)) {    shader = result.depthOnlyCommand.shaderProgram;    renderState = result.depthOnlyCommand.renderState;  }  result.depthOnlyCommand = DrawCommand.shallowClone(    command,    result.depthOnlyCommand  );  if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {    result.depthOnlyCommand.shaderProgram = getDepthOnlyShaderProgram(      context,      command.shaderProgram    );    result.depthOnlyCommand.renderState = getDepthOnlyRenderState(      scene,      command.renderState    );    result.shaderProgramId = command.shaderProgram.id;  } else {    result.depthOnlyCommand.shaderProgram = shader;    result.depthOnlyCommand.renderState = renderState;  }  return result;};const writeLogDepthRegex = /\s+czm_writeLogDepth\(/;const vertexlogDepthRegex = /\s+czm_vertexLogDepth\(/;const extensionRegex = /\s*#extension\s+GL_EXT_frag_depth\s*:\s*enable/;function getLogDepthShaderProgram(context, shaderProgram) {  let shader = context.shaderCache.getDerivedShaderProgram(    shaderProgram,    "logDepth"  );  if (!defined(shader)) {    const attributeLocations = shaderProgram._attributeLocations;    const vs = shaderProgram.vertexShaderSource.clone();    const fs = shaderProgram.fragmentShaderSource.clone();    vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];    vs.defines.push("LOG_DEPTH");    fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];    fs.defines.push("LOG_DEPTH");    let i;    let logMain;    let writesLogDepth = false;    let sources = vs.sources;    let length = sources.length;    for (i = 0; i < length; ++i) {      if (vertexlogDepthRegex.test(sources[i])) {        writesLogDepth = true;        break;      }    }    if (!writesLogDepth) {      for (i = 0; i < length; ++i) {        sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");      }      logMain =        "\n\n" +        "void main() \n" +        "{ \n" +        "    czm_log_depth_main(); \n" +        "    czm_vertexLogDepth(); \n" +        "} \n";      sources.push(logMain);    }    sources = fs.sources;    length = sources.length;    writesLogDepth = false;    for (i = 0; i < length; ++i) {      if (writeLogDepthRegex.test(sources[i])) {        writesLogDepth = true;      }    }    // This define indicates that a log depth value is written by the shader but doesn't use czm_writeLogDepth.    if (fs.defines.indexOf("LOG_DEPTH_WRITE") !== -1) {      writesLogDepth = true;    }    let addExtension = true;    for (i = 0; i < length; ++i) {      if (extensionRegex.test(sources[i])) {        addExtension = false;      }    }    let logSource = "";    if (addExtension) {      logSource +=        "#ifdef GL_EXT_frag_depth \n" +        "#extension GL_EXT_frag_depth : enable \n" +        "#endif \n\n";    }    if (!writesLogDepth) {      for (i = 0; i < length; i++) {        sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");      }      logSource +=        "\n" +        "void main() \n" +        "{ \n" +        "    czm_log_depth_main(); \n" +        "    czm_writeLogDepth(); \n" +        "} \n";    }    sources.push(logSource);    shader = context.shaderCache.createDerivedShaderProgram(      shaderProgram,      "logDepth",      {        vertexShaderSource: vs,        fragmentShaderSource: fs,        attributeLocations: attributeLocations,      }    );  }  return shader;}DerivedCommand.createLogDepthCommand = function (command, context, result) {  if (!defined(result)) {    result = {};  }  let shader;  if (defined(result.command)) {    shader = result.command.shaderProgram;  }  result.command = DrawCommand.shallowClone(command, result.command);  if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {    result.command.shaderProgram = getLogDepthShaderProgram(      context,      command.shaderProgram    );    result.shaderProgramId = command.shaderProgram.id;  } else {    result.command.shaderProgram = shader;  }  return result;};function getPickShaderProgram(context, shaderProgram, pickId) {  let shader = context.shaderCache.getDerivedShaderProgram(    shaderProgram,    "pick"  );  if (!defined(shader)) {    const attributeLocations = shaderProgram._attributeLocations;    let fs = shaderProgram.fragmentShaderSource;    const sources = fs.sources;    const length = sources.length;    const newMain =      `${        "void main() \n" +        "{ \n" +        "    czm_non_pick_main(); \n" +        "    if (gl_FragColor.a == 0.0) { \n" +        "        discard; \n" +        "    } \n" +        "    gl_FragColor = "      }${pickId}; \n` + `} \n`;    const newSources = new Array(length + 1);    for (let i = 0; i < length; ++i) {      newSources[i] = ShaderSource.replaceMain(sources[i], "czm_non_pick_main");    }    newSources[length] = newMain;    fs = new ShaderSource({      sources: newSources,      defines: fs.defines,    });    shader = context.shaderCache.createDerivedShaderProgram(      shaderProgram,      "pick",      {        vertexShaderSource: shaderProgram.vertexShaderSource,        fragmentShaderSource: fs,        attributeLocations: attributeLocations,      }    );  }  return shader;}function getPickRenderState(scene, renderState) {  const cache = scene.picking.pickRenderStateCache;  let pickState = cache[renderState.id];  if (!defined(pickState)) {    const rs = RenderState.getState(renderState);    rs.blending.enabled = false;    // Turns on depth writing for opaque and translucent passes    // Overlapping translucent geometry on the globe surface may exhibit z-fighting    // during the pick pass which may not match the rendered scene. Once    // terrain is on by default and ground primitives are used instead    // this will become less of a problem.    rs.depthMask = true;    pickState = RenderState.fromCache(rs);    cache[renderState.id] = pickState;  }  return pickState;}DerivedCommand.createPickDerivedCommand = function (  scene,  command,  context,  result) {  if (!defined(result)) {    result = {};  }  let shader;  let renderState;  if (defined(result.pickCommand)) {    shader = result.pickCommand.shaderProgram;    renderState = result.pickCommand.renderState;  }  result.pickCommand = DrawCommand.shallowClone(command, result.pickCommand);  if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {    result.pickCommand.shaderProgram = getPickShaderProgram(      context,      command.shaderProgram,      command.pickId    );    result.pickCommand.renderState = getPickRenderState(      scene,      command.renderState    );    result.shaderProgramId = command.shaderProgram.id;  } else {    result.pickCommand.shaderProgram = shader;    result.pickCommand.renderState = renderState;  }  return result;};function getHdrShaderProgram(context, shaderProgram) {  let shader = context.shaderCache.getDerivedShaderProgram(    shaderProgram,    "HDR"  );  if (!defined(shader)) {    const attributeLocations = shaderProgram._attributeLocations;    const vs = shaderProgram.vertexShaderSource.clone();    const fs = shaderProgram.fragmentShaderSource.clone();    vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];    vs.defines.push("HDR");    fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];    fs.defines.push("HDR");    shader = context.shaderCache.createDerivedShaderProgram(      shaderProgram,      "HDR",      {        vertexShaderSource: vs,        fragmentShaderSource: fs,        attributeLocations: attributeLocations,      }    );  }  return shader;}DerivedCommand.createHdrCommand = function (command, context, result) {  if (!defined(result)) {    result = {};  }  let shader;  if (defined(result.command)) {    shader = result.command.shaderProgram;  }  result.command = DrawCommand.shallowClone(command, result.command);  if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {    result.command.shaderProgram = getHdrShaderProgram(      context,      command.shaderProgram    );    result.shaderProgramId = command.shaderProgram.id;  } else {    result.command.shaderProgram = shader;  }  return result;};export default DerivedCommand;
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