DerivedCommand.js 11 KB

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  1. import defined from "../Core/defined.js";
  2. import DrawCommand from "../Renderer/DrawCommand.js";
  3. import RenderState from "../Renderer/RenderState.js";
  4. import ShaderSource from "../Renderer/ShaderSource.js";
  5. /**
  6. * @private
  7. */
  8. function DerivedCommand() {}
  9. const fragDepthRegex = /\bgl_FragDepth\b/;
  10. const discardRegex = /\bdiscard\b/;
  11. function getDepthOnlyShaderProgram(context, shaderProgram) {
  12. let shader = context.shaderCache.getDerivedShaderProgram(
  13. shaderProgram,
  14. "depthOnly"
  15. );
  16. if (!defined(shader)) {
  17. const attributeLocations = shaderProgram._attributeLocations;
  18. let fs = shaderProgram.fragmentShaderSource;
  19. let i;
  20. let writesDepthOrDiscards = false;
  21. const sources = fs.sources;
  22. let length = sources.length;
  23. for (i = 0; i < length; ++i) {
  24. if (fragDepthRegex.test(sources[i]) || discardRegex.test(sources[i])) {
  25. writesDepthOrDiscards = true;
  26. break;
  27. }
  28. }
  29. let usesLogDepth = false;
  30. const defines = fs.defines;
  31. length = defines.length;
  32. for (i = 0; i < length; ++i) {
  33. if (defines[i] === "LOG_DEPTH") {
  34. usesLogDepth = true;
  35. break;
  36. }
  37. }
  38. let source;
  39. if (!writesDepthOrDiscards && !usesLogDepth) {
  40. source =
  41. "void main() \n" +
  42. "{ \n" +
  43. " out_FragColor = vec4(1.0); \n" +
  44. "} \n";
  45. fs = new ShaderSource({
  46. sources: [source],
  47. });
  48. } else if (!writesDepthOrDiscards && usesLogDepth) {
  49. source =
  50. "void main() \n" +
  51. "{ \n" +
  52. " out_FragColor = vec4(1.0); \n" +
  53. " czm_writeLogDepth(); \n" +
  54. "} \n";
  55. fs = new ShaderSource({
  56. defines: ["LOG_DEPTH"],
  57. sources: [source],
  58. });
  59. }
  60. shader = context.shaderCache.createDerivedShaderProgram(
  61. shaderProgram,
  62. "depthOnly",
  63. {
  64. vertexShaderSource: shaderProgram.vertexShaderSource,
  65. fragmentShaderSource: fs,
  66. attributeLocations: attributeLocations,
  67. }
  68. );
  69. }
  70. return shader;
  71. }
  72. function getDepthOnlyRenderState(scene, renderState) {
  73. const cache = scene._depthOnlyRenderStateCache;
  74. let depthOnlyState = cache[renderState.id];
  75. if (!defined(depthOnlyState)) {
  76. const rs = RenderState.getState(renderState);
  77. rs.depthMask = true;
  78. rs.colorMask = {
  79. red: false,
  80. green: false,
  81. blue: false,
  82. alpha: false,
  83. };
  84. depthOnlyState = RenderState.fromCache(rs);
  85. cache[renderState.id] = depthOnlyState;
  86. }
  87. return depthOnlyState;
  88. }
  89. DerivedCommand.createDepthOnlyDerivedCommand = function (
  90. scene,
  91. command,
  92. context,
  93. result
  94. ) {
  95. // For a depth only pass, we bind a framebuffer with only a depth attachment (no color attachments),
  96. // do not write color, and write depth. If the fragment shader doesn't modify the fragment depth
  97. // or discard, the driver can replace the fragment shader with a pass-through shader. We're unsure if this
  98. // actually happens so we modify the shader to use a pass-through fragment shader.
  99. if (!defined(result)) {
  100. result = {};
  101. }
  102. let shader;
  103. let renderState;
  104. if (defined(result.depthOnlyCommand)) {
  105. shader = result.depthOnlyCommand.shaderProgram;
  106. renderState = result.depthOnlyCommand.renderState;
  107. }
  108. result.depthOnlyCommand = DrawCommand.shallowClone(
  109. command,
  110. result.depthOnlyCommand
  111. );
  112. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  113. result.depthOnlyCommand.shaderProgram = getDepthOnlyShaderProgram(
  114. context,
  115. command.shaderProgram
  116. );
  117. result.depthOnlyCommand.renderState = getDepthOnlyRenderState(
  118. scene,
  119. command.renderState
  120. );
  121. result.shaderProgramId = command.shaderProgram.id;
  122. } else {
  123. result.depthOnlyCommand.shaderProgram = shader;
  124. result.depthOnlyCommand.renderState = renderState;
  125. }
  126. return result;
  127. };
  128. const writeLogDepthRegex = /\s+czm_writeLogDepth\(/;
  129. const vertexlogDepthRegex = /\s+czm_vertexLogDepth\(/;
  130. function getLogDepthShaderProgram(context, shaderProgram) {
  131. const disableLogDepthWrite =
  132. shaderProgram.fragmentShaderSource.defines.indexOf("LOG_DEPTH_READ_ONLY") >=
  133. 0;
  134. if (disableLogDepthWrite) {
  135. return shaderProgram;
  136. }
  137. let shader = context.shaderCache.getDerivedShaderProgram(
  138. shaderProgram,
  139. "logDepth"
  140. );
  141. if (!defined(shader)) {
  142. const attributeLocations = shaderProgram._attributeLocations;
  143. const vs = shaderProgram.vertexShaderSource.clone();
  144. const fs = shaderProgram.fragmentShaderSource.clone();
  145. vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
  146. vs.defines.push("LOG_DEPTH");
  147. fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
  148. fs.defines.push("LOG_DEPTH");
  149. let i;
  150. let logMain;
  151. let writesLogDepth = false;
  152. let sources = vs.sources;
  153. let length = sources.length;
  154. for (i = 0; i < length; ++i) {
  155. if (vertexlogDepthRegex.test(sources[i])) {
  156. writesLogDepth = true;
  157. break;
  158. }
  159. }
  160. if (!writesLogDepth) {
  161. for (i = 0; i < length; ++i) {
  162. sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");
  163. }
  164. logMain =
  165. "\n\n" +
  166. "void main() \n" +
  167. "{ \n" +
  168. " czm_log_depth_main(); \n" +
  169. " czm_vertexLogDepth(); \n" +
  170. "} \n";
  171. sources.push(logMain);
  172. }
  173. sources = fs.sources;
  174. length = sources.length;
  175. writesLogDepth = false;
  176. for (i = 0; i < length; ++i) {
  177. if (writeLogDepthRegex.test(sources[i])) {
  178. writesLogDepth = true;
  179. }
  180. }
  181. // This define indicates that a log depth value is written by the shader but doesn't use czm_writeLogDepth.
  182. if (fs.defines.indexOf("LOG_DEPTH_WRITE") !== -1) {
  183. writesLogDepth = true;
  184. }
  185. let logSource = "";
  186. if (!writesLogDepth) {
  187. for (i = 0; i < length; i++) {
  188. sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");
  189. }
  190. logSource +=
  191. "\n" +
  192. "void main() \n" +
  193. "{ \n" +
  194. " czm_log_depth_main(); \n" +
  195. " czm_writeLogDepth(); \n" +
  196. "} \n";
  197. }
  198. sources.push(logSource);
  199. shader = context.shaderCache.createDerivedShaderProgram(
  200. shaderProgram,
  201. "logDepth",
  202. {
  203. vertexShaderSource: vs,
  204. fragmentShaderSource: fs,
  205. attributeLocations: attributeLocations,
  206. }
  207. );
  208. }
  209. return shader;
  210. }
  211. DerivedCommand.createLogDepthCommand = function (command, context, result) {
  212. if (!defined(result)) {
  213. result = {};
  214. }
  215. let shader;
  216. if (defined(result.command)) {
  217. shader = result.command.shaderProgram;
  218. }
  219. result.command = DrawCommand.shallowClone(command, result.command);
  220. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  221. result.command.shaderProgram = getLogDepthShaderProgram(
  222. context,
  223. command.shaderProgram
  224. );
  225. result.shaderProgramId = command.shaderProgram.id;
  226. } else {
  227. result.command.shaderProgram = shader;
  228. }
  229. return result;
  230. };
  231. function getPickShaderProgram(context, shaderProgram, pickId) {
  232. let shader = context.shaderCache.getDerivedShaderProgram(
  233. shaderProgram,
  234. "pick"
  235. );
  236. if (!defined(shader)) {
  237. const attributeLocations = shaderProgram._attributeLocations;
  238. let fs = shaderProgram.fragmentShaderSource;
  239. const sources = fs.sources;
  240. const length = sources.length;
  241. const newMain =
  242. `${
  243. "void main() \n" +
  244. "{ \n" +
  245. " czm_non_pick_main(); \n" +
  246. " if (out_FragColor.a == 0.0) { \n" +
  247. " discard; \n" +
  248. " } \n" +
  249. " out_FragColor = "
  250. }${pickId}; \n` + `} \n`;
  251. const newSources = new Array(length + 1);
  252. for (let i = 0; i < length; ++i) {
  253. newSources[i] = ShaderSource.replaceMain(sources[i], "czm_non_pick_main");
  254. }
  255. newSources[length] = newMain;
  256. fs = new ShaderSource({
  257. sources: newSources,
  258. defines: fs.defines,
  259. });
  260. shader = context.shaderCache.createDerivedShaderProgram(
  261. shaderProgram,
  262. "pick",
  263. {
  264. vertexShaderSource: shaderProgram.vertexShaderSource,
  265. fragmentShaderSource: fs,
  266. attributeLocations: attributeLocations,
  267. }
  268. );
  269. }
  270. return shader;
  271. }
  272. function getPickRenderState(scene, renderState) {
  273. const cache = scene.picking.pickRenderStateCache;
  274. let pickState = cache[renderState.id];
  275. if (!defined(pickState)) {
  276. const rs = RenderState.getState(renderState);
  277. rs.blending.enabled = false;
  278. // Turns on depth writing for opaque and translucent passes
  279. // Overlapping translucent geometry on the globe surface may exhibit z-fighting
  280. // during the pick pass which may not match the rendered scene. Once
  281. // terrain is on by default and ground primitives are used instead
  282. // this will become less of a problem.
  283. rs.depthMask = true;
  284. pickState = RenderState.fromCache(rs);
  285. cache[renderState.id] = pickState;
  286. }
  287. return pickState;
  288. }
  289. DerivedCommand.createPickDerivedCommand = function (
  290. scene,
  291. command,
  292. context,
  293. result
  294. ) {
  295. if (!defined(result)) {
  296. result = {};
  297. }
  298. let shader;
  299. let renderState;
  300. if (defined(result.pickCommand)) {
  301. shader = result.pickCommand.shaderProgram;
  302. renderState = result.pickCommand.renderState;
  303. }
  304. result.pickCommand = DrawCommand.shallowClone(command, result.pickCommand);
  305. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  306. result.pickCommand.shaderProgram = getPickShaderProgram(
  307. context,
  308. command.shaderProgram,
  309. command.pickId
  310. );
  311. result.pickCommand.renderState = getPickRenderState(
  312. scene,
  313. command.renderState
  314. );
  315. result.shaderProgramId = command.shaderProgram.id;
  316. } else {
  317. result.pickCommand.shaderProgram = shader;
  318. result.pickCommand.renderState = renderState;
  319. }
  320. return result;
  321. };
  322. function getHdrShaderProgram(context, shaderProgram) {
  323. let shader = context.shaderCache.getDerivedShaderProgram(
  324. shaderProgram,
  325. "HDR"
  326. );
  327. if (!defined(shader)) {
  328. const attributeLocations = shaderProgram._attributeLocations;
  329. const vs = shaderProgram.vertexShaderSource.clone();
  330. const fs = shaderProgram.fragmentShaderSource.clone();
  331. vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
  332. vs.defines.push("HDR");
  333. fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
  334. fs.defines.push("HDR");
  335. shader = context.shaderCache.createDerivedShaderProgram(
  336. shaderProgram,
  337. "HDR",
  338. {
  339. vertexShaderSource: vs,
  340. fragmentShaderSource: fs,
  341. attributeLocations: attributeLocations,
  342. }
  343. );
  344. }
  345. return shader;
  346. }
  347. DerivedCommand.createHdrCommand = function (command, context, result) {
  348. if (!defined(result)) {
  349. result = {};
  350. }
  351. let shader;
  352. if (defined(result.command)) {
  353. shader = result.command.shaderProgram;
  354. }
  355. result.command = DrawCommand.shallowClone(command, result.command);
  356. if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
  357. result.command.shaderProgram = getHdrShaderProgram(
  358. context,
  359. command.shaderProgram
  360. );
  361. result.shaderProgramId = command.shaderProgram.id;
  362. } else {
  363. result.command.shaderProgram = shader;
  364. }
  365. return result;
  366. };
  367. export default DerivedCommand;