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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 | 682x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 5x 1x 17x 3x 14x 17x 9x 8x 5x 1x 4x 2x 4x 8x 8x 1x 1x 17x 17x 17x 5x 5x 17x 17x 17x 17x | import Color from "../Core/Color.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import ShaderProgram from "../Renderer/ShaderProgram.js";
import defined from "../Core/defined.js";
/**
* @private
*/
function DebugInspector() {
this._cachedShowFrustumsShaders = {};
}
function getAttributeLocations(shaderProgram) {
const attributeLocations = {};
const attributes = shaderProgram.vertexAttributes;
for (const a in attributes) {
if (attributes.hasOwnProperty(a)) {
attributeLocations[a] = attributes[a].index;
}
}
return attributeLocations;
}
function createDebugShowFrustumsShaderProgram(scene, shaderProgram) {
const context = scene.context;
const sp = shaderProgram;
const fs = sp.fragmentShaderSource.clone();
const targets = [];
fs.sources = fs.sources.map(function (source) {
source = ShaderSource.replaceMain(source, "czm_Debug_main");
const re = /out_FragData_(\d+)/g;
let match;
while ((match = re.exec(source)) !== null) {
if (targets.indexOf(match[1]) === -1) {
targets.push(match[1]);
}
}
return source;
});
const length = targets.length;
let newMain = "";
newMain += "uniform vec3 debugShowCommandsColor;\n";
newMain += "uniform vec3 debugShowFrustumsColor;\n";
newMain += "void main() \n" + "{ \n" + " czm_Debug_main(); \n";
// set debugShowCommandsColor to Color(1.0, 1.0, 1.0, 1.0) to stop rendering scene.debugShowCommands
// set debugShowFrustumsColor to Color(1.0, 1.0, 1.0, 1.0) to stop rendering scene.debugShowFrustums
let i;
Iif (length > 0) {
for (i = 0; i < length; ++i) {
newMain += ` out_FragData_${targets[i]}.rgb *= debugShowCommandsColor;\n`;
newMain += ` out_FragData_${targets[i]}.rgb *= debugShowFrustumsColor;\n`;
}
} else {
newMain += " out_FragColor.rgb *= debugShowCommandsColor;\n";
newMain += " out_FragColor.rgb *= debugShowFrustumsColor;\n";
}
newMain += "}";
fs.sources.push(newMain);
const attributeLocations = getAttributeLocations(sp);
return ShaderProgram.fromCache({
context: context,
vertexShaderSource: sp.vertexShaderSource,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
});
}
const scratchFrustumColor = new Color();
function createDebugShowFrustumsUniformMap(scene, command) {
// setup uniform for the shader
let debugUniformMap;
if (!defined(command.uniformMap)) {
debugUniformMap = {};
} else {
debugUniformMap = command.uniformMap;
}
if (
defined(debugUniformMap.debugShowCommandsColor) ||
defined(debugUniformMap.debugShowFrustumsColor)
) {
return debugUniformMap;
}
debugUniformMap.debugShowCommandsColor = function () {
if (!scene.debugShowCommands) {
return Color.WHITE;
}
if (!defined(command._debugColor)) {
command._debugColor = Color.fromRandom();
}
return command._debugColor;
};
debugUniformMap.debugShowFrustumsColor = function () {
if (!scene.debugShowFrustums) {
return Color.WHITE;
}
// Support up to three frustums. If a command overlaps all
// three, it's code is not changed.
scratchFrustumColor.red =
command.debugOverlappingFrustums & (1 << 0) ? 1.0 : 0.0;
scratchFrustumColor.green =
command.debugOverlappingFrustums & (1 << 1) ? 1.0 : 0.0;
scratchFrustumColor.blue =
command.debugOverlappingFrustums & (1 << 2) ? 1.0 : 0.0;
scratchFrustumColor.alpha = 1.0;
return scratchFrustumColor;
};
return debugUniformMap;
}
const scratchShowFrustumCommand = new DrawCommand();
DebugInspector.prototype.executeDebugShowFrustumsCommand = function (
scene,
command,
passState,
) {
// create debug command
const shaderProgramId = command.shaderProgram.id;
let debugShaderProgram = this._cachedShowFrustumsShaders[shaderProgramId];
if (!defined(debugShaderProgram)) {
debugShaderProgram = createDebugShowFrustumsShaderProgram(
scene,
command.shaderProgram,
);
this._cachedShowFrustumsShaders[shaderProgramId] = debugShaderProgram;
}
const debugCommand = DrawCommand.shallowClone(
command,
scratchShowFrustumCommand,
);
debugCommand.shaderProgram = debugShaderProgram;
debugCommand.uniformMap = createDebugShowFrustumsUniformMap(scene, command);
debugCommand.execute(scene.context, passState);
};
export default DebugInspector;
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