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import defined from "../Core/defined.js";
import DeveloperError from "../Core/DeveloperError.js";
import CzmBuiltins from "../Shaders/Builtin/CzmBuiltins.js";
import AutomaticUniforms from "./AutomaticUniforms.js";
import demodernizeShader from "./demodernizeShader.js";
function removeComments(source) {
// remove inline comments
source = source.replace(/\/\/.*/g, "");
// remove multiline comment block
return source.replace(/\/\*\*[\s\S]*?\*\//gm, function (match) {
// preserve the number of lines in the comment block so the line numbers will be correct when debugging shaders
const numberOfLines = match.match(/\n/gm).length;
let replacement = "";
for (let lineNumber = 0; lineNumber < numberOfLines; ++lineNumber) {
replacement += "\n";
}
return replacement;
});
}
function getDependencyNode(name, glslSource, nodes) {
let dependencyNode;
// check if already loaded
for (let i = 0; i < nodes.length; ++i) {
if (nodes[i].name === name) {
dependencyNode = nodes[i];
}
}
if (!defined(dependencyNode)) {
// strip doc comments so we don't accidentally try to determine a dependency for something found
// in a comment
glslSource = removeComments(glslSource);
// create new node
dependencyNode = {
name: name,
glslSource: glslSource,
dependsOn: [],
requiredBy: [],
evaluated: false,
};
nodes.push(dependencyNode);
}
return dependencyNode;
}
function generateDependencies(currentNode, dependencyNodes) {
if (currentNode.evaluated) {
return;
}
currentNode.evaluated = true;
// identify all dependencies that are referenced from this glsl source code
let czmMatches = currentNode.glslSource.match(/\bczm_[a-zA-Z0-9_]*/g);
if (defined(czmMatches) && czmMatches !== null) {
// remove duplicates
czmMatches = czmMatches.filter(function (elem, pos) {
return czmMatches.indexOf(elem) === pos;
});
czmMatches.forEach(function (element) {
if (
element !== currentNode.name &&
ShaderSource._czmBuiltinsAndUniforms.hasOwnProperty(element)
) {
const referencedNode = getDependencyNode(
element,
ShaderSource._czmBuiltinsAndUniforms[element],
dependencyNodes,
);
currentNode.dependsOn.push(referencedNode);
referencedNode.requiredBy.push(currentNode);
// recursive call to find any dependencies of the new node
generateDependencies(referencedNode, dependencyNodes);
}
});
}
}
function sortDependencies(dependencyNodes) {
const nodesWithoutIncomingEdges = [];
const allNodes = [];
while (dependencyNodes.length > 0) {
const node = dependencyNodes.pop();
allNodes.push(node);
if (node.requiredBy.length === 0) {
nodesWithoutIncomingEdges.push(node);
}
}
while (nodesWithoutIncomingEdges.length > 0) {
const currentNode = nodesWithoutIncomingEdges.shift();
dependencyNodes.push(currentNode);
for (let i = 0; i < currentNode.dependsOn.length; ++i) {
// remove the edge from the graph
const referencedNode = currentNode.dependsOn[i];
const index = referencedNode.requiredBy.indexOf(currentNode);
referencedNode.requiredBy.splice(index, 1);
// if referenced node has no more incoming edges, add to list
if (referencedNode.requiredBy.length === 0) {
nodesWithoutIncomingEdges.push(referencedNode);
}
}
}
// if there are any nodes left with incoming edges, then there was a circular dependency somewhere in the graph
const badNodes = [];
for (let j = 0; j < allNodes.length; ++j) {
if (allNodes[j].requiredBy.length !== 0) {
badNodes.push(allNodes[j]);
}
}
//>>includeStart('debug', pragmas.debug);
if (badNodes.length !== 0) {
let message =
"A circular dependency was found in the following built-in functions/structs/constants: \n";
for (let k = 0; k < badNodes.length; ++k) {
message = `${message + badNodes[k].name}\n`;
}
throw new DeveloperError(message);
}
//>>includeEnd('debug');
}
function getBuiltinsAndAutomaticUniforms(shaderSource) {
// generate a dependency graph for builtin functions
const dependencyNodes = [];
const root = getDependencyNode("main", shaderSource, dependencyNodes);
generateDependencies(root, dependencyNodes);
sortDependencies(dependencyNodes);
// Concatenate the source code for the function dependencies.
// Iterate in reverse so that dependent items are declared before they are used.
let builtinsSource = "";
for (let i = dependencyNodes.length - 1; i >= 0; --i) {
builtinsSource = `${builtinsSource + dependencyNodes[i].glslSource}\n`;
}
return builtinsSource.replace(root.glslSource, "");
}
function combineShader(shaderSource, isFragmentShader, context) {
let i;
let length;
// Combine shader sources, generally for pseudo-polymorphism, e.g., czm_getMaterial.
let combinedSources = "";
const sources = shaderSource.sources;
Eif (defined(sources)) {
for (i = 0, length = sources.length; i < length; ++i) {
// #line needs to be on its own line.
combinedSources += `\n#line 0\n${sources[i]}`;
}
}
combinedSources = removeComments(combinedSources);
// Extract existing shader version from sources
let version;
combinedSources = combinedSources.replace(
/#version\s+(.*?)\n/gm,
function (match, group1) {
//>>includeStart('debug', pragmas.debug);
Iif (defined(version) && version !== group1) {
throw new DeveloperError(
`inconsistent versions found: ${version} and ${group1}`,
);
}
//>>includeEnd('debug');
// Extract #version to put at the top
version = group1;
// Replace original #version directive with a new line so the line numbers
// are not off by one. There can be only one #version directive
// and it must appear at the top of the source, only preceded by
// whitespace and comments.
return "\n";
},
);
// Extract shader extensions from sources
const extensions = [];
combinedSources = combinedSources.replace(
/#extension.*\n/gm,
function (match) {
// Extract extension to put at the top
extensions.push(match);
// Replace original #extension directive with a new line so the line numbers
// are not off by one.
return "\n";
},
);
// Remove precision qualifier
combinedSources = combinedSources.replace(
/precision\s(lowp|mediump|highp)\s(float|int);/,
"",
);
// Replace main() for picked if desired.
const pickColorQualifier = shaderSource.pickColorQualifier;
if (defined(pickColorQualifier)) {
combinedSources = ShaderSource.createPickFragmentShaderSource(
combinedSources,
pickColorQualifier,
);
}
// combine into single string
let result = "";
const extensionsLength = extensions.length;
for (i = 0; i < extensionsLength; i++) {
result += extensions[i];
}
if (isFragmentShader) {
// If high precision isn't support replace occurrences of highp with mediump
// The highp keyword is not always available on older mobile devices
// See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#In_WebGL_1_highp_float_support_is_optional_in_fragment_shaders
result +=
"\
#ifdef GL_FRAGMENT_PRECISION_HIGH\n\
precision highp float;\n\
precision highp int;\n\
#else\n\
precision mediump float;\n\
precision mediump int;\n\
#define highp mediump\n\
#endif\n\n";
}
// Prepend #defines for uber-shaders
const defines = shaderSource.defines;
Eif (defined(defines)) {
for (i = 0, length = defines.length; i < length; ++i) {
const define = defines[i];
if (define.length !== 0) {
result += `#define ${define}\n`;
}
}
}
// Define a constant for the OES_texture_float_linear extension since WebGL does not.
Iif (context.textureFloatLinear) {
result += "#define OES_texture_float_linear\n\n";
}
// Define a constant for the OES_texture_float extension since WebGL does not.
if (context.floatingPointTexture) {
result += "#define OES_texture_float\n\n";
}
// append built-ins
let builtinSources = "";
if (shaderSource.includeBuiltIns) {
builtinSources = getBuiltinsAndAutomaticUniforms(combinedSources);
}
// reset line number
result += "\n#line 0\n";
// append actual source
const combinedShader = builtinSources + combinedSources;
if (
context.webgl2 &&
isFragmentShader &&
!/layout\s*\(location\s*=\s*0\)\s*out\s+vec4\s+out_FragColor;/g.test(
combinedShader,
) &&
!/czm_out_FragColor/g.test(combinedShader) &&
/out_FragColor/g.test(combinedShader)
) {
result += "layout(location = 0) out vec4 out_FragColor;\n\n";
}
result += builtinSources;
result += combinedSources;
// modernize the source
if (!context.webgl2) {
result = demodernizeShader(result, isFragmentShader);
} else {
result = `#version 300 es\n${result}`;
}
return result;
}
/**
* An object containing various inputs that will be combined to form a final GLSL shader string.
*
* @param {object} [options] Object with the following properties:
* @param {string[]} [options.sources] An array of strings to combine containing GLSL code for the shader.
* @param {string[]} [options.defines] An array of strings containing GLSL identifiers to <code>#define</code>.
* @param {string} [options.pickColorQualifier] The GLSL qualifier, <code>uniform</code> or <code>in</code>, for the input <code>czm_pickColor</code>. When defined, a pick fragment shader is generated.
* @param {boolean} [options.includeBuiltIns=true] If true, referenced built-in functions will be included with the combined shader. Set to false if this shader will become a source in another shader, to avoid duplicating functions.
*
* @exception {DeveloperError} options.pickColorQualifier must be 'uniform' or 'in'.
*
* @example
* // 1. Prepend #defines to a shader
* const source = new Cesium.ShaderSource({
* defines : ['WHITE'],
* sources : ['void main() { \n#ifdef WHITE\n out_FragColor = vec4(1.0); \n#else\n out_FragColor = vec4(0.0); \n#endif\n }']
* });
*
* // 2. Modify a fragment shader for picking
* const source2 = new Cesium.ShaderSource({
* sources : ['void main() { out_FragColor = vec4(1.0); }'],
* pickColorQualifier : 'uniform'
* });
*
* @private
*/
function ShaderSource(options) {
options = options ?? Frozen.EMPTY_OBJECT;
const pickColorQualifier = options.pickColorQualifier;
//>>includeStart('debug', pragmas.debug);
if (
defined(pickColorQualifier) &&
pickColorQualifier !== "uniform" &&
pickColorQualifier !== "in"
) {
throw new DeveloperError(
"options.pickColorQualifier must be 'uniform' or 'in'.",
);
}
//>>includeEnd('debug');
this.defines = defined(options.defines) ? options.defines.slice(0) : [];
this.sources = defined(options.sources) ? options.sources.slice(0) : [];
this.pickColorQualifier = pickColorQualifier;
this.includeBuiltIns = options.includeBuiltIns ?? true;
}
ShaderSource.prototype.clone = function () {
return new ShaderSource({
sources: this.sources,
defines: this.defines,
pickColorQualifier: this.pickColorQualifier,
includeBuiltIns: this.includeBuiltIns,
});
};
ShaderSource.replaceMain = function (source, renamedMain) {
renamedMain = `void ${renamedMain}()`;
return source.replace(/void\s+main\s*\(\s*(?:void)?\s*\)/g, renamedMain);
};
/**
* Since {@link ShaderSource#createCombinedVertexShader} and
* {@link ShaderSource#createCombinedFragmentShader} are both expensive to
* compute, create a simpler string key for lookups in the {@link ShaderCache}.
*
* @returns {string} A key for identifying this shader
*
* @private
*/
ShaderSource.prototype.getCacheKey = function () {
// Sort defines to make the key comparison deterministic
const sortedDefines = this.defines.slice().sort();
const definesKey = sortedDefines.join(",");
const pickKey = this.pickColorQualifier;
const builtinsKey = this.includeBuiltIns;
const sourcesKey = this.sources.join("\n");
return `${definesKey}:${pickKey}:${builtinsKey}:${sourcesKey}`;
};
/**
* Create a single string containing the full, combined vertex shader with all dependencies and defines.
*
* @param {Context} context The current rendering context
*
* @returns {string} The combined shader string.
*/
ShaderSource.prototype.createCombinedVertexShader = function (context) {
return combineShader(this, false, context);
};
/**
* Create a single string containing the full, combined fragment shader with all dependencies and defines.
*
* @param {Context} context The current rendering context
*
* @returns {string} The combined shader string.
*/
ShaderSource.prototype.createCombinedFragmentShader = function (context) {
return combineShader(this, true, context);
};
/**
* For ShaderProgram testing
* @private
*/
ShaderSource._czmBuiltinsAndUniforms = {};
// combine automatic uniforms and Cesium built-ins
for (const builtinName in CzmBuiltins) {
Eif (CzmBuiltins.hasOwnProperty(builtinName)) {
ShaderSource._czmBuiltinsAndUniforms[builtinName] =
CzmBuiltins[builtinName];
}
}
for (const uniformName in AutomaticUniforms) {
Eif (AutomaticUniforms.hasOwnProperty(uniformName)) {
const uniform = AutomaticUniforms[uniformName];
Eif (typeof uniform.getDeclaration === "function") {
ShaderSource._czmBuiltinsAndUniforms[uniformName] =
uniform.getDeclaration(uniformName);
}
}
}
ShaderSource.createPickVertexShaderSource = function (vertexShaderSource) {
const renamedVS = ShaderSource.replaceMain(
vertexShaderSource,
"czm_old_main",
);
const pickMain =
"in vec4 pickColor; \n" +
"out vec4 czm_pickColor; \n" +
"void main() \n" +
"{ \n" +
" czm_old_main(); \n" +
" czm_pickColor = pickColor; \n" +
"}";
return `${renamedVS}\n${pickMain}`;
};
ShaderSource.createPickFragmentShaderSource = function (
fragmentShaderSource,
pickColorQualifier,
) {
const renamedFS = ShaderSource.replaceMain(
fragmentShaderSource,
"czm_old_main",
);
const pickMain =
`${pickColorQualifier} vec4 czm_pickColor; \n` +
`void main() \n` +
`{ \n` +
` czm_old_main(); \n` +
` if (out_FragColor.a == 0.0) { \n` +
` discard; \n` +
` } \n` +
` out_FragColor = czm_pickColor; \n` +
`}`;
return `${renamedFS}\n${pickMain}`;
};
function containsDefine(shaderSource, define) {
const defines = shaderSource.defines;
const definesLength = defines.length;
for (let i = 0; i < definesLength; ++i) {
if (defines[i] === define) {
return true;
}
}
return false;
}
function containsString(shaderSource, string) {
const sources = shaderSource.sources;
const sourcesLength = sources.length;
for (let i = 0; i < sourcesLength; ++i) {
if (sources[i].indexOf(string) !== -1) {
return true;
}
}
return false;
}
function findFirstString(shaderSource, strings) {
const stringsLength = strings.length;
for (let i = 0; i < stringsLength; ++i) {
const string = strings[i];
Eif (containsString(shaderSource, string)) {
return string;
}
}
return undefined;
}
const normalVaryingNames = ["v_normalEC", "v_normal"];
ShaderSource.findNormalVarying = function (shaderSource) {
// Fix for Model: the shader text always has the word v_normalEC
// wrapped in an #ifdef so instead of looking for v_normalEC look for the define
if (containsString(shaderSource, "#ifdef HAS_NORMALS")) {
if (containsDefine(shaderSource, "HAS_NORMALS")) {
return "v_normalEC";
}
return undefined;
}
return findFirstString(shaderSource, normalVaryingNames);
};
const positionVaryingNames = ["v_positionEC"];
ShaderSource.findPositionVarying = function (shaderSource) {
return findFirstString(shaderSource, positionVaryingNames);
};
export default ShaderSource;
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