| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113 | import defaultValue from "../Core/defaultValue.js";import PointCloudEyeDomeLighting from "./PointCloudEyeDomeLighting.js";/** * Options for performing point attenuation based on geometric error when rendering * point clouds using 3D Tiles. * * @param {Object} [options] Object with the following properties: * @param {Boolean} [options.attenuation=false] Perform point attenuation based on geometric error. * @param {Number} [options.geometricErrorScale=1.0] Scale to be applied to each tile's geometric error. * @param {Number} [options.maximumAttenuation] Maximum attenuation in pixels. Defaults to the Cesium3DTileset's maximumScreenSpaceError. * @param {Number} [options.baseResolution] Average base resolution for the dataset in meters. Substitute for Geometric Error when not available. * @param {Boolean} [options.eyeDomeLighting=true] When true, use eye dome lighting when drawing with point attenuation. * @param {Number} [options.eyeDomeLightingStrength=1.0] Increasing this value increases contrast on slopes and edges. * @param {Number} [options.eyeDomeLightingRadius=1.0] Increase the thickness of contours from eye dome lighting. * @param {Boolean} [options.backFaceCulling=false] Determines whether back-facing points are hidden. This option works only if data has normals included. * @param {Boolean} [options.normalShading=true] Determines whether a point cloud that contains normals is shaded by the scene's light source. * * @alias PointCloudShading * @constructor */function PointCloudShading(options) {  const pointCloudShading = defaultValue(options, {});  /**   * Perform point attenuation based on geometric error.   * @type {Boolean}   * @default false   */  this.attenuation = defaultValue(pointCloudShading.attenuation, false);  /**   * Scale to be applied to the geometric error before computing attenuation.   * @type {Number}   * @default 1.0   */  this.geometricErrorScale = defaultValue(    pointCloudShading.geometricErrorScale,    1.0  );  /**   * Maximum point attenuation in pixels. If undefined, the Cesium3DTileset's maximumScreenSpaceError will be used.   * @type {Number}   */  this.maximumAttenuation = pointCloudShading.maximumAttenuation;  /**   * Average base resolution for the dataset in meters.   * Used in place of geometric error when geometric error is 0.   * If undefined, an approximation will be computed for each tile that has geometric error of 0.   * @type {Number}   */  this.baseResolution = pointCloudShading.baseResolution;  /**   * Use eye dome lighting when drawing with point attenuation   * Requires support for EXT_frag_depth, OES_texture_float, and WEBGL_draw_buffers extensions in WebGL 1.0,   * otherwise eye dome lighting is ignored.   *   * @type {Boolean}   * @default true   */  this.eyeDomeLighting = defaultValue(pointCloudShading.eyeDomeLighting, true);  /**   * Eye dome lighting strength (apparent contrast)   * @type {Number}   * @default 1.0   */  this.eyeDomeLightingStrength = defaultValue(    pointCloudShading.eyeDomeLightingStrength,    1.0  );  /**   * Thickness of contours from eye dome lighting   * @type {Number}   * @default 1.0   */  this.eyeDomeLightingRadius = defaultValue(    pointCloudShading.eyeDomeLightingRadius,    1.0  );  /**   * Determines whether back-facing points are hidden.   * This option works only if data has normals included.   *   * @type {Boolean}   * @default false   */  this.backFaceCulling = defaultValue(pointCloudShading.backFaceCulling, false);  /**   * Determines whether a point cloud that contains normals is shaded by the scene's light source.   *   * @type {Boolean}   * @default true   */  this.normalShading = defaultValue(pointCloudShading.normalShading, true);}/** * Determines if point cloud shading is supported. * * @param {Scene} scene The scene. * @returns {Boolean} <code>true</code> if point cloud shading is supported; otherwise, returns <code>false</code> */PointCloudShading.isSupported = function (scene) {  return PointCloudEyeDomeLighting.isSupported(scene.context);};export default PointCloudShading;
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