VoxelRenderResources.js 6.7 KB

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  1. import Cartesian3 from "../Core/Cartesian3.js";
  2. import combine from "../Core/combine.js";
  3. import defined from "../Core/defined.js";
  4. import ShaderBuilder from "../Renderer/ShaderBuilder.js";
  5. import ShaderDestination from "../Renderer/ShaderDestination.js";
  6. import VoxelFS from "../Shaders/Voxels/VoxelFS.js";
  7. import VoxelVS from "../Shaders/Voxels/VoxelVS.js";
  8. import IntersectionUtils from "../Shaders/Voxels/IntersectionUtils.js";
  9. import IntersectDepth from "../Shaders/Voxels/IntersectDepth.js";
  10. import IntersectClippingPlanes from "../Shaders/Voxels/IntersectClippingPlanes.js";
  11. import IntersectBox from "../Shaders/Voxels/IntersectBox.js";
  12. import IntersectCylinder from "../Shaders/Voxels/IntersectCylinder.js";
  13. import IntersectEllipsoid from "../Shaders/Voxels/IntersectEllipsoid.js";
  14. import Intersection from "../Shaders/Voxels/Intersection.js";
  15. import convertUvToBox from "../Shaders/Voxels/convertUvToBox.js";
  16. import convertUvToCylinder from "../Shaders/Voxels/convertUvToCylinder.js";
  17. import convertUvToEllipsoid from "../Shaders/Voxels/convertUvToEllipsoid.js";
  18. import Octree from "../Shaders/Voxels/Octree.js";
  19. import Megatexture from "../Shaders/Voxels/Megatexture.js";
  20. /**
  21. * Set up render resources, including basic shader code, for rendering
  22. * a Voxel primitive.
  23. * The shader code generated by this function may be modified in later stages.
  24. * @constructor
  25. * @param {VoxelPrimitive} primitive
  26. *
  27. * @private
  28. */
  29. function VoxelRenderResources(primitive) {
  30. const shaderBuilder = new ShaderBuilder();
  31. /**
  32. * An object used to build a shader incrementally. Each pipeline stage
  33. * may add lines of shader code to this object.
  34. *
  35. * @type {ShaderBuilder}
  36. * @readonly
  37. *
  38. * @private
  39. */
  40. this.shaderBuilder = shaderBuilder;
  41. // Custom shader uniforms
  42. const customShader = primitive._customShader;
  43. const uniformMap = combine(primitive._uniformMap, customShader.uniformMap);
  44. primitive._uniformMap = uniformMap;
  45. const customShaderUniforms = customShader.uniforms;
  46. for (const uniformName in customShaderUniforms) {
  47. if (customShaderUniforms.hasOwnProperty(uniformName)) {
  48. const uniform = customShaderUniforms[uniformName];
  49. shaderBuilder.addUniform(
  50. uniform.type,
  51. uniformName,
  52. ShaderDestination.FRAGMENT
  53. );
  54. }
  55. }
  56. // The reason this uniform is added by shader builder is because some of the
  57. // dynamically generated shader code reads from it.
  58. shaderBuilder.addUniform(
  59. "sampler2D",
  60. "u_megatextureTextures[METADATA_COUNT]",
  61. ShaderDestination.FRAGMENT
  62. );
  63. /**
  64. * A dictionary mapping uniform name to functions that return the uniform
  65. * values.
  66. *
  67. * @type {Object<string, Function>}
  68. */
  69. this.uniformMap = uniformMap;
  70. const clippingPlanes = primitive._clippingPlanes;
  71. const clippingPlanesLength =
  72. defined(clippingPlanes) && clippingPlanes.enabled
  73. ? clippingPlanes.length
  74. : 0;
  75. this.clippingPlanes = clippingPlanes;
  76. this.clippingPlanesLength = clippingPlanesLength;
  77. // Build shader
  78. shaderBuilder.addVertexLines([VoxelVS]);
  79. shaderBuilder.addFragmentLines([
  80. customShader.fragmentShaderText,
  81. "#line 0",
  82. Octree,
  83. IntersectionUtils,
  84. Megatexture,
  85. ]);
  86. if (clippingPlanesLength > 0) {
  87. shaderBuilder.addDefine(
  88. "CLIPPING_PLANES",
  89. undefined,
  90. ShaderDestination.FRAGMENT
  91. );
  92. shaderBuilder.addDefine(
  93. "CLIPPING_PLANES_COUNT",
  94. clippingPlanesLength,
  95. ShaderDestination.FRAGMENT
  96. );
  97. if (clippingPlanes.unionClippingRegions) {
  98. shaderBuilder.addDefine(
  99. "CLIPPING_PLANES_UNION",
  100. undefined,
  101. ShaderDestination.FRAGMENT
  102. );
  103. }
  104. shaderBuilder.addFragmentLines([IntersectClippingPlanes]);
  105. }
  106. if (primitive._depthTest) {
  107. shaderBuilder.addDefine(
  108. "DEPTH_TEST",
  109. undefined,
  110. ShaderDestination.FRAGMENT
  111. );
  112. shaderBuilder.addFragmentLines([IntersectDepth]);
  113. }
  114. const shapeType = primitive._provider.shape;
  115. if (shapeType === "BOX") {
  116. shaderBuilder.addDefine("SHAPE_BOX", undefined, ShaderDestination.FRAGMENT);
  117. shaderBuilder.addFragmentLines([
  118. convertUvToBox,
  119. IntersectBox,
  120. Intersection,
  121. ]);
  122. } else if (shapeType === "CYLINDER") {
  123. shaderBuilder.addFragmentLines([
  124. IntersectCylinder,
  125. Intersection,
  126. convertUvToCylinder,
  127. ]);
  128. } else if (shapeType === "ELLIPSOID") {
  129. shaderBuilder.addFragmentLines([
  130. IntersectEllipsoid,
  131. Intersection,
  132. convertUvToEllipsoid,
  133. ]);
  134. }
  135. shaderBuilder.addFragmentLines([VoxelFS]);
  136. const shape = primitive._shape;
  137. const shapeDefines = shape.shaderDefines;
  138. for (const key in shapeDefines) {
  139. if (shapeDefines.hasOwnProperty(key)) {
  140. let value = shapeDefines[key];
  141. // if value is undefined, don't define it
  142. // if value is true, define it to nothing
  143. if (defined(value)) {
  144. value = value === true ? undefined : value;
  145. shaderBuilder.addDefine(key, value, ShaderDestination.FRAGMENT);
  146. }
  147. }
  148. }
  149. // Count how many intersections the shader will do.
  150. let intersectionCount = shape.shaderMaximumIntersectionsLength;
  151. if (clippingPlanesLength > 0) {
  152. shaderBuilder.addDefine(
  153. "CLIPPING_PLANES_INTERSECTION_INDEX",
  154. intersectionCount,
  155. ShaderDestination.FRAGMENT
  156. );
  157. if (clippingPlanesLength === 1) {
  158. intersectionCount += 1;
  159. } else if (clippingPlanes.unionClippingRegions) {
  160. intersectionCount += 2;
  161. } else {
  162. intersectionCount += 1;
  163. }
  164. }
  165. if (primitive._depthTest) {
  166. shaderBuilder.addDefine(
  167. "DEPTH_INTERSECTION_INDEX",
  168. intersectionCount,
  169. ShaderDestination.FRAGMENT
  170. );
  171. intersectionCount += 1;
  172. }
  173. shaderBuilder.addDefine(
  174. "INTERSECTION_COUNT",
  175. intersectionCount,
  176. ShaderDestination.FRAGMENT
  177. );
  178. // Additional fragment shader defines
  179. if (
  180. !Cartesian3.equals(primitive.paddingBefore, Cartesian3.ZERO) ||
  181. !Cartesian3.equals(primitive.paddingAfter, Cartesian3.ZERO)
  182. ) {
  183. shaderBuilder.addDefine("PADDING", undefined, ShaderDestination.FRAGMENT);
  184. }
  185. // Allow reading from log depth texture, but don't write log depth anywhere.
  186. // Note: This needs to be set even if depthTest is off because it affects the
  187. // derived command system.
  188. if (primitive._useLogDepth) {
  189. shaderBuilder.addDefine(
  190. "LOG_DEPTH_READ_ONLY",
  191. undefined,
  192. ShaderDestination.FRAGMENT
  193. );
  194. }
  195. if (primitive._jitter) {
  196. shaderBuilder.addDefine("JITTER", undefined, ShaderDestination.FRAGMENT);
  197. }
  198. if (primitive._nearestSampling) {
  199. shaderBuilder.addDefine(
  200. "NEAREST_SAMPLING",
  201. undefined,
  202. ShaderDestination.FRAGMENT
  203. );
  204. }
  205. const traversal = primitive._traversal;
  206. shaderBuilder.addDefine(
  207. "SAMPLE_COUNT",
  208. `${traversal._sampleCount}`,
  209. ShaderDestination.FRAGMENT
  210. );
  211. }
  212. export default VoxelRenderResources;