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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 | 704x 704x 704x 704x 704x 1x 1x 5x 1x 1x 1x 1x | import Cartesian2 from "../Core/Cartesian2.js";
import Color from "../Core/Color.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import PrimitiveType from "../Core/PrimitiveType.js";
import ClearCommand from "../Renderer/ClearCommand.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import FramebufferManager from "../Renderer/FramebufferManager.js";
import Pass from "../Renderer/Pass.js";
import RenderState from "../Renderer/RenderState.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import BlendingState from "../Scene/BlendingState.js";
import StencilConstants from "../Scene/StencilConstants.js";
import PointCloudEyeDomeLightingShader from "../Shaders/PostProcessStages/PointCloudEyeDomeLighting.js";
/**
* Eye dome lighting. Does not support points with per-point translucency, but does allow translucent styling against the globe.
* Requires support for EXT_frag_depth and WEBGL_draw_buffers extensions in WebGL 1.0.
*
* @private
*/
function PointCloudEyeDomeLighting() {
this._framebuffer = new FramebufferManager({
colorAttachmentsLength: 2,
depth: true,
supportsDepthTexture: true,
});
this._drawCommand = undefined;
this._clearCommand = undefined;
this._strength = 1.0;
this._radius = 1.0;
}
Object.defineProperties(PointCloudEyeDomeLighting.prototype, {
framebuffer: {
get: function () {
return this._framebuffer.framebuffer;
},
},
colorGBuffer: {
get: function () {
return this._framebuffer.getColorTexture(0);
},
},
depthGBuffer: {
get: function () {
return this._framebuffer.getColorTexture(1);
},
},
});
function destroyFramebuffer(processor) {
processor._framebuffer.destroy();
processor._drawCommand = undefined;
processor._clearCommand = undefined;
}
const distanceAndEdlStrengthScratch = new Cartesian2();
function createCommands(processor, context) {
const blendFS = new ShaderSource({
defines: ["LOG_DEPTH_WRITE"],
sources: [PointCloudEyeDomeLightingShader],
});
const blendUniformMap = {
u_pointCloud_colorGBuffer: function () {
return processor.colorGBuffer;
},
u_pointCloud_depthGBuffer: function () {
return processor.depthGBuffer;
},
u_distanceAndEdlStrength: function () {
distanceAndEdlStrengthScratch.x = processor._radius;
distanceAndEdlStrengthScratch.y = processor._strength;
return distanceAndEdlStrengthScratch;
},
};
const blendRenderState = RenderState.fromCache({
blending: BlendingState.ALPHA_BLEND,
depthMask: true,
depthTest: {
enabled: true,
},
stencilTest: StencilConstants.setCesium3DTileBit(),
stencilMask: StencilConstants.CESIUM_3D_TILE_MASK,
});
processor._drawCommand = context.createViewportQuadCommand(blendFS, {
uniformMap: blendUniformMap,
renderState: blendRenderState,
pass: Pass.CESIUM_3D_TILE,
owner: processor,
});
processor._clearCommand = new ClearCommand({
framebuffer: processor.framebuffer,
color: new Color(0.0, 0.0, 0.0, 0.0),
depth: 1.0,
renderState: RenderState.fromCache(),
pass: Pass.CESIUM_3D_TILE,
owner: processor,
});
}
function createResources(processor, context) {
const width = context.drawingBufferWidth;
const height = context.drawingBufferHeight;
processor._framebuffer.update(context, width, height);
createCommands(processor, context);
}
function isSupported(context) {
return context.drawBuffers && context.fragmentDepth;
}
PointCloudEyeDomeLighting.isSupported = isSupported;
function getECShaderProgram(context, shaderProgram) {
let shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, "EC");
if (!defined(shader)) {
const attributeLocations = shaderProgram._attributeLocations;
const fs = shaderProgram.fragmentShaderSource.clone();
fs.sources.splice(
0,
0,
`layout (location = 0) out vec4 out_FragData_0;\nlayout (location = 1) out vec4 out_FragData_1;`,
);
fs.sources = fs.sources.map(function (source) {
source = ShaderSource.replaceMain(
source,
"czm_point_cloud_post_process_main",
);
source = source.replaceAll(/out_FragColor/g, "out_FragData_0");
return source;
});
fs.sources.push(
"void main() \n" +
"{ \n" +
" czm_point_cloud_post_process_main(); \n" +
"#ifdef LOG_DEPTH\n" +
" czm_writeLogDepth();\n" +
" out_FragData_1 = czm_packDepth(gl_FragDepth); \n" +
"#else\n" +
" out_FragData_1 = czm_packDepth(gl_FragCoord.z);\n" +
"#endif\n" +
"}",
);
shader = context.shaderCache.createDerivedShaderProgram(
shaderProgram,
"EC",
{
vertexShaderSource: shaderProgram.vertexShaderSource,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
},
);
}
return shader;
}
PointCloudEyeDomeLighting.prototype.update = function (
frameState,
commandStart,
pointCloudShading,
boundingVolume,
) {
if (!isSupported(frameState.context)) {
return;
}
this._strength = pointCloudShading.eyeDomeLightingStrength;
this._radius =
pointCloudShading.eyeDomeLightingRadius * frameState.pixelRatio;
createResources(this, frameState.context);
// Hijack existing point commands to render into an offscreen FBO.
let i;
const commandList = frameState.commandList;
const commandEnd = commandList.length;
for (i = commandStart; i < commandEnd; ++i) {
const command = commandList[i];
if (
command.primitiveType !== PrimitiveType.POINTS ||
command.pass === Pass.TRANSLUCENT
) {
continue;
}
let derivedCommand;
let originalShaderProgram;
let derivedCommandObject = command.derivedCommands.pointCloudProcessor;
if (defined(derivedCommandObject)) {
derivedCommand = derivedCommandObject.command;
originalShaderProgram = derivedCommandObject.originalShaderProgram;
}
if (
!defined(derivedCommand) ||
command.dirty ||
originalShaderProgram !== command.shaderProgram ||
derivedCommand.framebuffer !== this.framebuffer
) {
// Prevent crash when tiles out-of-view come in-view during context size change or
// when the underlying shader changes while EDL is disabled
derivedCommand = DrawCommand.shallowClone(command, derivedCommand);
derivedCommand.framebuffer = this.framebuffer;
derivedCommand.shaderProgram = getECShaderProgram(
frameState.context,
command.shaderProgram,
);
derivedCommand.castShadows = false;
derivedCommand.receiveShadows = false;
if (!defined(derivedCommandObject)) {
derivedCommandObject = {
command: derivedCommand,
originalShaderProgram: command.shaderProgram,
};
command.derivedCommands.pointCloudProcessor = derivedCommandObject;
}
derivedCommandObject.originalShaderProgram = command.shaderProgram;
}
commandList[i] = derivedCommand;
}
const clearCommand = this._clearCommand;
const blendCommand = this._drawCommand;
blendCommand.boundingVolume = boundingVolume;
// Blend EDL into the main FBO
commandList.push(blendCommand);
commandList.push(clearCommand);
};
/**
* 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 PointCloudEyeDomeLighting#destroy
*/
PointCloudEyeDomeLighting.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
* processor = processor && processor.destroy();
*
* @see PointCloudEyeDomeLighting#isDestroyed
*/
PointCloudEyeDomeLighting.prototype.destroy = function () {
destroyFramebuffer(this);
return destroyObject(this);
};
export default PointCloudEyeDomeLighting;
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