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- import defaultValue from "../Core/defaultValue.js";
- import defined from "../Core/defined.js";
- import PrimitiveType from "../Core/PrimitiveType.js";
- const Flags = {
- CULL: 1,
- OCCLUDE: 2,
- EXECUTE_IN_CLOSEST_FRUSTUM: 4,
- DEBUG_SHOW_BOUNDING_VOLUME: 8,
- CAST_SHADOWS: 16,
- RECEIVE_SHADOWS: 32,
- PICK_ONLY: 64,
- DEPTH_FOR_TRANSLUCENT_CLASSIFICATION: 128,
- };
- /**
- * Represents a command to the renderer for drawing.
- *
- * @private
- */
- function DrawCommand(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- this._boundingVolume = options.boundingVolume;
- this._orientedBoundingBox = options.orientedBoundingBox;
- this._modelMatrix = options.modelMatrix;
- this._primitiveType = defaultValue(
- options.primitiveType,
- PrimitiveType.TRIANGLES
- );
- this._vertexArray = options.vertexArray;
- this._count = options.count;
- this._offset = defaultValue(options.offset, 0);
- this._instanceCount = defaultValue(options.instanceCount, 0);
- this._shaderProgram = options.shaderProgram;
- this._uniformMap = options.uniformMap;
- this._renderState = options.renderState;
- this._framebuffer = options.framebuffer;
- this._pass = options.pass;
- this._owner = options.owner;
- this._debugOverlappingFrustums = 0;
- this._pickId = options.pickId;
- // Set initial flags.
- this._flags = 0;
- this.cull = defaultValue(options.cull, true);
- this.occlude = defaultValue(options.occlude, true);
- this.executeInClosestFrustum = defaultValue(
- options.executeInClosestFrustum,
- false
- );
- this.debugShowBoundingVolume = defaultValue(
- options.debugShowBoundingVolume,
- false
- );
- this.castShadows = defaultValue(options.castShadows, false);
- this.receiveShadows = defaultValue(options.receiveShadows, false);
- this.pickOnly = defaultValue(options.pickOnly, false);
- this.depthForTranslucentClassification = defaultValue(
- options.depthForTranslucentClassification,
- false
- );
- this.dirty = true;
- this.lastDirtyTime = 0;
- /**
- * @private
- */
- this.derivedCommands = {};
- }
- function hasFlag(command, flag) {
- return (command._flags & flag) === flag;
- }
- function setFlag(command, flag, value) {
- if (value) {
- command._flags |= flag;
- } else {
- command._flags &= ~flag;
- }
- }
- Object.defineProperties(DrawCommand.prototype, {
- /**
- * The bounding volume of the geometry in world space. This is used for culling and frustum selection.
- * <p>
- * For best rendering performance, use the tightest possible bounding volume. Although
- * <code>undefined</code> is allowed, always try to provide a bounding volume to
- * allow the tightest possible near and far planes to be computed for the scene, and
- * minimize the number of frustums needed.
- * </p>
- *
- * @memberof DrawCommand.prototype
- * @type {Object}
- * @default undefined
- *
- * @see DrawCommand#debugShowBoundingVolume
- */
- boundingVolume: {
- get: function () {
- return this._boundingVolume;
- },
- set: function (value) {
- if (this._boundingVolume !== value) {
- this._boundingVolume = value;
- this.dirty = true;
- }
- },
- },
- /**
- * The oriented bounding box of the geometry in world space. If this is defined, it is used instead of
- * {@link DrawCommand#boundingVolume} for plane intersection testing.
- *
- * @memberof DrawCommand.prototype
- * @type {OrientedBoundingBox}
- * @default undefined
- *
- * @see DrawCommand#debugShowBoundingVolume
- */
- orientedBoundingBox: {
- get: function () {
- return this._orientedBoundingBox;
- },
- set: function (value) {
- if (this._orientedBoundingBox !== value) {
- this._orientedBoundingBox = value;
- this.dirty = true;
- }
- },
- },
- /**
- * When <code>true</code>, the renderer frustum and horizon culls the command based on its {@link DrawCommand#boundingVolume}.
- * If the command was already culled, set this to <code>false</code> for a performance improvement.
- *
- * @memberof DrawCommand.prototype
- * @type {Boolean}
- * @default true
- */
- cull: {
- get: function () {
- return hasFlag(this, Flags.CULL);
- },
- set: function (value) {
- if (hasFlag(this, Flags.CULL) !== value) {
- setFlag(this, Flags.CULL, value);
- this.dirty = true;
- }
- },
- },
- /**
- * When <code>true</code>, the horizon culls the command based on its {@link DrawCommand#boundingVolume}.
- * {@link DrawCommand#cull} must also be <code>true</code> in order for the command to be culled.
- *
- * @memberof DrawCommand.prototype
- * @type {Boolean}
- * @default true
- */
- occlude: {
- get: function () {
- return hasFlag(this, Flags.OCCLUDE);
- },
- set: function (value) {
- if (hasFlag(this, Flags.OCCLUDE) !== value) {
- setFlag(this, Flags.OCCLUDE, value);
- this.dirty = true;
- }
- },
- },
- /**
- * The transformation from the geometry in model space to world space.
- * <p>
- * When <code>undefined</code>, the geometry is assumed to be defined in world space.
- * </p>
- *
- * @memberof DrawCommand.prototype
- * @type {Matrix4}
- * @default undefined
- */
- modelMatrix: {
- get: function () {
- return this._modelMatrix;
- },
- set: function (value) {
- if (this._modelMatrix !== value) {
- this._modelMatrix = value;
- this.dirty = true;
- }
- },
- },
- /**
- * The type of geometry in the vertex array.
- *
- * @memberof DrawCommand.prototype
- * @type {PrimitiveType}
- * @default PrimitiveType.TRIANGLES
- */
- primitiveType: {
- get: function () {
- return this._primitiveType;
- },
- set: function (value) {
- if (this._primitiveType !== value) {
- this._primitiveType = value;
- this.dirty = true;
- }
- },
- },
- /**
- * The vertex array.
- *
- * @memberof DrawCommand.prototype
- * @type {VertexArray}
- * @default undefined
- */
- vertexArray: {
- get: function () {
- return this._vertexArray;
- },
- set: function (value) {
- if (this._vertexArray !== value) {
- this._vertexArray = value;
- this.dirty = true;
- }
- },
- },
- /**
- * The number of vertices to draw in the vertex array.
- *
- * @memberof DrawCommand.prototype
- * @type {Number}
- * @default undefined
- */
- count: {
- get: function () {
- return this._count;
- },
- set: function (value) {
- if (this._count !== value) {
- this._count = value;
- this.dirty = true;
- }
- },
- },
- /**
- * The offset to start drawing in the vertex array.
- *
- * @memberof DrawCommand.prototype
- * @type {Number}
- * @default 0
- */
- offset: {
- get: function () {
- return this._offset;
- },
- set: function (value) {
- if (this._offset !== value) {
- this._offset = value;
- this.dirty = true;
- }
- },
- },
- /**
- * The number of instances to draw.
- *
- * @memberof DrawCommand.prototype
- * @type {Number}
- * @default 0
- */
- instanceCount: {
- get: function () {
- return this._instanceCount;
- },
- set: function (value) {
- if (this._instanceCount !== value) {
- this._instanceCount = value;
- this.dirty = true;
- }
- },
- },
- /**
- * The shader program to apply.
- *
- * @memberof DrawCommand.prototype
- * @type {ShaderProgram}
- * @default undefined
- */
- shaderProgram: {
- get: function () {
- return this._shaderProgram;
- },
- set: function (value) {
- if (this._shaderProgram !== value) {
- this._shaderProgram = value;
- this.dirty = true;
- }
- },
- },
- /**
- * Whether this command should cast shadows when shadowing is enabled.
- *
- * @memberof DrawCommand.prototype
- * @type {Boolean}
- * @default false
- */
- castShadows: {
- get: function () {
- return hasFlag(this, Flags.CAST_SHADOWS);
- },
- set: function (value) {
- if (hasFlag(this, Flags.CAST_SHADOWS) !== value) {
- setFlag(this, Flags.CAST_SHADOWS, value);
- this.dirty = true;
- }
- },
- },
- /**
- * Whether this command should receive shadows when shadowing is enabled.
- *
- * @memberof DrawCommand.prototype
- * @type {Boolean}
- * @default false
- */
- receiveShadows: {
- get: function () {
- return hasFlag(this, Flags.RECEIVE_SHADOWS);
- },
- set: function (value) {
- if (hasFlag(this, Flags.RECEIVE_SHADOWS) !== value) {
- setFlag(this, Flags.RECEIVE_SHADOWS, value);
- this.dirty = true;
- }
- },
- },
- /**
- * An object with functions whose names match the uniforms in the shader program
- * and return values to set those uniforms.
- *
- * @memberof DrawCommand.prototype
- * @type {Object}
- * @default undefined
- */
- uniformMap: {
- get: function () {
- return this._uniformMap;
- },
- set: function (value) {
- if (this._uniformMap !== value) {
- this._uniformMap = value;
- this.dirty = true;
- }
- },
- },
- /**
- * The render state.
- *
- * @memberof DrawCommand.prototype
- * @type {RenderState}
- * @default undefined
- */
- renderState: {
- get: function () {
- return this._renderState;
- },
- set: function (value) {
- if (this._renderState !== value) {
- this._renderState = value;
- this.dirty = true;
- }
- },
- },
- /**
- * The framebuffer to draw to.
- *
- * @memberof DrawCommand.prototype
- * @type {Framebuffer}
- * @default undefined
- */
- framebuffer: {
- get: function () {
- return this._framebuffer;
- },
- set: function (value) {
- if (this._framebuffer !== value) {
- this._framebuffer = value;
- this.dirty = true;
- }
- },
- },
- /**
- * The pass when to render.
- *
- * @memberof DrawCommand.prototype
- * @type {Pass}
- * @default undefined
- */
- pass: {
- get: function () {
- return this._pass;
- },
- set: function (value) {
- if (this._pass !== value) {
- this._pass = value;
- this.dirty = true;
- }
- },
- },
- /**
- * Specifies if this command is only to be executed in the frustum closest
- * to the eye containing the bounding volume. Defaults to <code>false</code>.
- *
- * @memberof DrawCommand.prototype
- * @type {Boolean}
- * @default false
- */
- executeInClosestFrustum: {
- get: function () {
- return hasFlag(this, Flags.EXECUTE_IN_CLOSEST_FRUSTUM);
- },
- set: function (value) {
- if (hasFlag(this, Flags.EXECUTE_IN_CLOSEST_FRUSTUM) !== value) {
- setFlag(this, Flags.EXECUTE_IN_CLOSEST_FRUSTUM, value);
- this.dirty = true;
- }
- },
- },
- /**
- * The object who created this command. This is useful for debugging command
- * execution; it allows us to see who created a command when we only have a
- * reference to the command, and can be used to selectively execute commands
- * with {@link Scene#debugCommandFilter}.
- *
- * @memberof DrawCommand.prototype
- * @type {Object}
- * @default undefined
- *
- * @see Scene#debugCommandFilter
- */
- owner: {
- get: function () {
- return this._owner;
- },
- set: function (value) {
- if (this._owner !== value) {
- this._owner = value;
- this.dirty = true;
- }
- },
- },
- /**
- * This property is for debugging only; it is not for production use nor is it optimized.
- * <p>
- * Draws the {@link DrawCommand#boundingVolume} for this command, assuming it is a sphere, when the command executes.
- * </p>
- *
- * @memberof DrawCommand.prototype
- * @type {Boolean}
- * @default false
- *
- * @see DrawCommand#boundingVolume
- */
- debugShowBoundingVolume: {
- get: function () {
- return hasFlag(this, Flags.DEBUG_SHOW_BOUNDING_VOLUME);
- },
- set: function (value) {
- if (hasFlag(this, Flags.DEBUG_SHOW_BOUNDING_VOLUME) !== value) {
- setFlag(this, Flags.DEBUG_SHOW_BOUNDING_VOLUME, value);
- this.dirty = true;
- }
- },
- },
- /**
- * Used to implement Scene.debugShowFrustums.
- * @private
- */
- debugOverlappingFrustums: {
- get: function () {
- return this._debugOverlappingFrustums;
- },
- set: function (value) {
- if (this._debugOverlappingFrustums !== value) {
- this._debugOverlappingFrustums = value;
- this.dirty = true;
- }
- },
- },
- /**
- * A GLSL string that will evaluate to a pick id. When <code>undefined</code>, the command will only draw depth
- * during the pick pass.
- *
- * @memberof DrawCommand.prototype
- * @type {String}
- * @default undefined
- */
- pickId: {
- get: function () {
- return this._pickId;
- },
- set: function (value) {
- if (this._pickId !== value) {
- this._pickId = value;
- this.dirty = true;
- }
- },
- },
- /**
- * Whether this command should be executed in the pick pass only.
- *
- * @memberof DrawCommand.prototype
- * @type {Boolean}
- * @default false
- */
- pickOnly: {
- get: function () {
- return hasFlag(this, Flags.PICK_ONLY);
- },
- set: function (value) {
- if (hasFlag(this, Flags.PICK_ONLY) !== value) {
- setFlag(this, Flags.PICK_ONLY, value);
- this.dirty = true;
- }
- },
- },
- /**
- * Whether this command should be derived to draw depth for classification of translucent primitives.
- *
- * @memberof DrawCommand.prototype
- * @type {Boolean}
- * @default false
- */
- depthForTranslucentClassification: {
- get: function () {
- return hasFlag(this, Flags.DEPTH_FOR_TRANSLUCENT_CLASSIFICATION);
- },
- set: function (value) {
- if (hasFlag(this, Flags.DEPTH_FOR_TRANSLUCENT_CLASSIFICATION) !== value) {
- setFlag(this, Flags.DEPTH_FOR_TRANSLUCENT_CLASSIFICATION, value);
- this.dirty = true;
- }
- },
- },
- });
- /**
- * @private
- */
- DrawCommand.shallowClone = function (command, result) {
- if (!defined(command)) {
- return undefined;
- }
- if (!defined(result)) {
- result = new DrawCommand();
- }
- result._boundingVolume = command._boundingVolume;
- result._orientedBoundingBox = command._orientedBoundingBox;
- result._modelMatrix = command._modelMatrix;
- result._primitiveType = command._primitiveType;
- result._vertexArray = command._vertexArray;
- result._count = command._count;
- result._offset = command._offset;
- result._instanceCount = command._instanceCount;
- result._shaderProgram = command._shaderProgram;
- result._uniformMap = command._uniformMap;
- result._renderState = command._renderState;
- result._framebuffer = command._framebuffer;
- result._pass = command._pass;
- result._owner = command._owner;
- result._debugOverlappingFrustums = command._debugOverlappingFrustums;
- result._pickId = command._pickId;
- result._flags = command._flags;
- result.dirty = true;
- result.lastDirtyTime = 0;
- return result;
- };
- /**
- * Executes the draw command.
- *
- * @param {Context} context The renderer context in which to draw.
- * @param {PassState} [passState] The state for the current render pass.
- */
- DrawCommand.prototype.execute = function (context, passState) {
- context.draw(this, passState);
- };
- export default DrawCommand;
|