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- 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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