| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252 | import BoxGeometry from "../Core/BoxGeometry.js";import Cartesian3 from "../Core/Cartesian3.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 GeometryPipeline from "../Core/GeometryPipeline.js";import Matrix4 from "../Core/Matrix4.js";import VertexFormat from "../Core/VertexFormat.js";import BufferUsage from "../Renderer/BufferUsage.js";import CubeMap from "../Renderer/CubeMap.js";import DrawCommand from "../Renderer/DrawCommand.js";import loadCubeMap from "../Renderer/loadCubeMap.js";import RenderState from "../Renderer/RenderState.js";import ShaderProgram from "../Renderer/ShaderProgram.js";import ShaderSource from "../Renderer/ShaderSource.js";import VertexArray from "../Renderer/VertexArray.js";import SkyBoxFS from "../Shaders/SkyBoxFS.js";import SkyBoxVS from "../Shaders/SkyBoxVS.js";import BlendingState from "./BlendingState.js";import SceneMode from "./SceneMode.js";/** * A sky box around the scene to draw stars.  The sky box is defined using the True Equator Mean Equinox (TEME) axes. * <p> * This is only supported in 3D.  The sky box is faded out when morphing to 2D or Columbus view.  The size of * the sky box must not exceed {@link Scene#maximumCubeMapSize}. * </p> * * @alias SkyBox * @constructor * * @param {Object} options Object with the following properties: * @param {Object} [options.sources] The source URL or <code>Image</code> object for each of the six cube map faces.  See the example below. * @param {Boolean} [options.show=true] Determines if this primitive will be shown. * * * @example * scene.skyBox = new Cesium.SkyBox({ *   sources : { *     positiveX : 'skybox_px.png', *     negativeX : 'skybox_nx.png', *     positiveY : 'skybox_py.png', *     negativeY : 'skybox_ny.png', *     positiveZ : 'skybox_pz.png', *     negativeZ : 'skybox_nz.png' *   } * }); * * @see Scene#skyBox * @see Transforms.computeTemeToPseudoFixedMatrix */function SkyBox(options) {  /**   * The sources used to create the cube map faces: an object   * with <code>positiveX</code>, <code>negativeX</code>, <code>positiveY</code>,   * <code>negativeY</code>, <code>positiveZ</code>, and <code>negativeZ</code> properties.   * These can be either URLs or <code>Image</code> objects.   *   * @type Object   * @default undefined   */  this.sources = options.sources;  this._sources = undefined;  /**   * Determines if the sky box will be shown.   *   * @type {Boolean}   * @default true   */  this.show = defaultValue(options.show, true);  this._command = new DrawCommand({    modelMatrix: Matrix4.clone(Matrix4.IDENTITY),    owner: this,  });  this._cubeMap = undefined;  this._attributeLocations = undefined;  this._useHdr = undefined;}/** * Called when {@link Viewer} or {@link CesiumWidget} render the scene to * get the draw commands needed to render this primitive. * <p> * Do not call this function directly.  This is documented just to * list the exceptions that may be propagated when the scene is rendered: * </p> * * @exception {DeveloperError} this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties. * @exception {DeveloperError} this.sources properties must all be the same type. */SkyBox.prototype.update = function (frameState, useHdr) {  const that = this;  if (!this.show) {    return undefined;  }  if (    frameState.mode !== SceneMode.SCENE3D &&    frameState.mode !== SceneMode.MORPHING  ) {    return undefined;  }  // The sky box is only rendered during the render pass; it is not pickable, it doesn't cast shadows, etc.  if (!frameState.passes.render) {    return undefined;  }  const context = frameState.context;  if (this._sources !== this.sources) {    this._sources = this.sources;    const sources = this.sources;    //>>includeStart('debug', pragmas.debug);    if (      !defined(sources.positiveX) ||      !defined(sources.negativeX) ||      !defined(sources.positiveY) ||      !defined(sources.negativeY) ||      !defined(sources.positiveZ) ||      !defined(sources.negativeZ)    ) {      throw new DeveloperError(        "this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties."      );    }    if (      typeof sources.positiveX !== typeof sources.negativeX ||      typeof sources.positiveX !== typeof sources.positiveY ||      typeof sources.positiveX !== typeof sources.negativeY ||      typeof sources.positiveX !== typeof sources.positiveZ ||      typeof sources.positiveX !== typeof sources.negativeZ    ) {      throw new DeveloperError(        "this.sources properties must all be the same type."      );    }    //>>includeEnd('debug');    if (typeof sources.positiveX === "string") {      // Given urls for cube-map images.  Load them.      loadCubeMap(context, this._sources).then(function (cubeMap) {        that._cubeMap = that._cubeMap && that._cubeMap.destroy();        that._cubeMap = cubeMap;      });    } else {      this._cubeMap = this._cubeMap && this._cubeMap.destroy();      this._cubeMap = new CubeMap({        context: context,        source: sources,      });    }  }  const command = this._command;  if (!defined(command.vertexArray)) {    command.uniformMap = {      u_cubeMap: function () {        return that._cubeMap;      },    };    const geometry = BoxGeometry.createGeometry(      BoxGeometry.fromDimensions({        dimensions: new Cartesian3(2.0, 2.0, 2.0),        vertexFormat: VertexFormat.POSITION_ONLY,      })    );    const attributeLocations = (this._attributeLocations = GeometryPipeline.createAttributeLocations(      geometry    ));    command.vertexArray = VertexArray.fromGeometry({      context: context,      geometry: geometry,      attributeLocations: attributeLocations,      bufferUsage: BufferUsage.STATIC_DRAW,    });    command.renderState = RenderState.fromCache({      blending: BlendingState.ALPHA_BLEND,    });  }  if (!defined(command.shaderProgram) || this._useHdr !== useHdr) {    const fs = new ShaderSource({      defines: [useHdr ? "HDR" : ""],      sources: [SkyBoxFS],    });    command.shaderProgram = ShaderProgram.fromCache({      context: context,      vertexShaderSource: SkyBoxVS,      fragmentShaderSource: fs,      attributeLocations: this._attributeLocations,    });    this._useHdr = useHdr;  }  if (!defined(this._cubeMap)) {    return undefined;  }  return command;};/** * 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 SkyBox#destroy */SkyBox.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 * skyBox = skyBox && skyBox.destroy(); * * @see SkyBox#isDestroyed */SkyBox.prototype.destroy = function () {  const command = this._command;  command.vertexArray = command.vertexArray && command.vertexArray.destroy();  command.shaderProgram =    command.shaderProgram && command.shaderProgram.destroy();  this._cubeMap = this._cubeMap && this._cubeMap.destroy();  return destroyObject(this);};export default SkyBox;
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