@cesium/engine 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1731) hide show
  1. package/Build/ThirdParty/Workers/basis_transcoder.js +2233 -0
  2. package/Build/ThirdParty/Workers/draco_decoder_nodejs.js +1872 -0
  3. package/Build/ThirdParty/Workers/package.json +1 -0
  4. package/Build/ThirdParty/Workers/pako_deflate.min.js +589 -0
  5. package/Build/ThirdParty/Workers/pako_inflate.min.js +798 -0
  6. package/Build/ThirdParty/Workers/z-worker-pako.js +503 -0
  7. package/Build/ThirdParty/basis_transcoder.wasm +0 -0
  8. package/Build/ThirdParty/draco_decoder.wasm +0 -0
  9. package/Build/ThirdParty/google-earth-dbroot-parser.js +8019 -0
  10. package/Build/Widget/CesiumWidget.css +120 -0
  11. package/Build/Widget/lighter.css +13 -0
  12. package/Build/Workers/ArcType-ce2e50ab.js +37 -0
  13. package/Build/Workers/AttributeCompression-4589338a.js +716 -0
  14. package/Build/Workers/AxisAlignedBoundingBox-bfb1234f.js +258 -0
  15. package/Build/Workers/BoundingRectangle-7ffc2153.js +369 -0
  16. package/Build/Workers/BoxGeometry-93f344a3.js +884 -0
  17. package/Build/Workers/Check-666ab1a0.js +290 -0
  18. package/Build/Workers/Color-0c5aaf47.js +2262 -0
  19. package/Build/Workers/ComponentDatatype-f7b11d02.js +341 -0
  20. package/Build/Workers/CoplanarPolygonGeometryLibrary-6597982a.js +132 -0
  21. package/Build/Workers/CorridorGeometryLibrary-2119580e.js +498 -0
  22. package/Build/Workers/CylinderGeometry-f9503c6d.js +467 -0
  23. package/Build/Workers/CylinderGeometryLibrary-372c07d8.js +63 -0
  24. package/Build/Workers/EllipseGeometry-fedf72d5.js +1304 -0
  25. package/Build/Workers/EllipseGeometryLibrary-4ea68687.js +366 -0
  26. package/Build/Workers/EllipseOutlineGeometry-e2ae6a35.js +443 -0
  27. package/Build/Workers/EllipsoidGeodesic-16de63ea.js +520 -0
  28. package/Build/Workers/EllipsoidGeometry-95c0330e.js +637 -0
  29. package/Build/Workers/EllipsoidOutlineGeometry-d6d2ceec.js +454 -0
  30. package/Build/Workers/EllipsoidRhumbLine-ae5e65e0.js +741 -0
  31. package/Build/Workers/EllipsoidTangentPlane-bfc674bf.js +373 -0
  32. package/Build/Workers/EncodedCartesian3-f473ea18.js +171 -0
  33. package/Build/Workers/FrustumGeometry-3bf2e4eb.js +2512 -0
  34. package/Build/Workers/GeometryAttribute-df5f473e.js +619 -0
  35. package/Build/Workers/GeometryAttributes-f06a2792.js +91 -0
  36. package/Build/Workers/GeometryInstance-aa75b4cf.js +121 -0
  37. package/Build/Workers/GeometryOffsetAttribute-04332ce7.js +16 -0
  38. package/Build/Workers/GeometryPipeline-f0e46c42.js +3690 -0
  39. package/Build/Workers/IndexDatatype-a55ceaa1.js +200 -0
  40. package/Build/Workers/IntersectionTests-9de29d51.js +1836 -0
  41. package/Build/Workers/Math-2dbd6b93.js +1330 -0
  42. package/Build/Workers/Matrix2-ce637455.js +7084 -0
  43. package/Build/Workers/Matrix3-4f4df527.js +4282 -0
  44. package/Build/Workers/OrientedBoundingBox-d3ff3d4d.js +1257 -0
  45. package/Build/Workers/Plane-b81241c2.js +309 -0
  46. package/Build/Workers/PolygonGeometryLibrary-6f4937bb.js +1074 -0
  47. package/Build/Workers/PolygonPipeline-774a8aaf.js +1341 -0
  48. package/Build/Workers/PolylinePipeline-2e2b015c.js +573 -0
  49. package/Build/Workers/PolylineVolumeGeometryLibrary-7ee1d449.js +781 -0
  50. package/Build/Workers/PrimitivePipeline-a9b7aae0.js +966 -0
  51. package/Build/Workers/RectangleGeometryLibrary-9aa6c8f6.js +280 -0
  52. package/Build/Workers/RuntimeError-06c93819.js +68 -0
  53. package/Build/Workers/TerrainEncoding-b52dcfc5.js +1227 -0
  54. package/Build/Workers/Transforms-2f755df8.js +14683 -0
  55. package/Build/Workers/VertexFormat-6b480673.js +312 -0
  56. package/Build/Workers/WallGeometryLibrary-ab19a93d.js +211 -0
  57. package/Build/Workers/WebGLConstants-a8cc3e8c.js +620 -0
  58. package/Build/Workers/WebMercatorProjection-9f25de49.js +151 -0
  59. package/Build/Workers/arrayRemoveDuplicates-c2038105.js +129 -0
  60. package/Build/Workers/cesiumWorkerBootstrapper.js +1273 -0
  61. package/Build/Workers/combine-ca22a614.js +82 -0
  62. package/Build/Workers/combineGeometry.js +17 -0
  63. package/Build/Workers/createBoxGeometry.js +12 -0
  64. package/Build/Workers/createBoxOutlineGeometry.js +313 -0
  65. package/Build/Workers/createCircleGeometry.js +213 -0
  66. package/Build/Workers/createCircleOutlineGeometry.js +160 -0
  67. package/Build/Workers/createCoplanarPolygonGeometry.js +586 -0
  68. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +236 -0
  69. package/Build/Workers/createCorridorGeometry.js +1407 -0
  70. package/Build/Workers/createCorridorOutlineGeometry.js +603 -0
  71. package/Build/Workers/createCylinderGeometry.js +12 -0
  72. package/Build/Workers/createCylinderOutlineGeometry.js +265 -0
  73. package/Build/Workers/createEllipseGeometry.js +14 -0
  74. package/Build/Workers/createEllipseOutlineGeometry.js +14 -0
  75. package/Build/Workers/createEllipsoidGeometry.js +12 -0
  76. package/Build/Workers/createEllipsoidOutlineGeometry.js +15 -0
  77. package/Build/Workers/createFrustumGeometry.js +12 -0
  78. package/Build/Workers/createFrustumOutlineGeometry.js +251 -0
  79. package/Build/Workers/createGeometry.js +55 -0
  80. package/Build/Workers/createGroundPolylineGeometry.js +2134 -0
  81. package/Build/Workers/createPlaneGeometry.js +250 -0
  82. package/Build/Workers/createPlaneOutlineGeometry.js +115 -0
  83. package/Build/Workers/createPolygonGeometry.js +1420 -0
  84. package/Build/Workers/createPolygonOutlineGeometry.js +683 -0
  85. package/Build/Workers/createPolylineGeometry.js +571 -0
  86. package/Build/Workers/createPolylineVolumeGeometry.js +411 -0
  87. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +301 -0
  88. package/Build/Workers/createRectangleGeometry.js +1476 -0
  89. package/Build/Workers/createRectangleOutlineGeometry.js +535 -0
  90. package/Build/Workers/createSimplePolylineGeometry.js +458 -0
  91. package/Build/Workers/createSphereGeometry.js +123 -0
  92. package/Build/Workers/createSphereOutlineGeometry.js +126 -0
  93. package/Build/Workers/createTaskProcessorWorker.js +127 -0
  94. package/Build/Workers/createVectorTileClampedPolylines.js +535 -0
  95. package/Build/Workers/createVectorTileGeometries.js +445 -0
  96. package/Build/Workers/createVectorTilePoints.js +79 -0
  97. package/Build/Workers/createVectorTilePolygons.js +406 -0
  98. package/Build/Workers/createVectorTilePolylines.js +254 -0
  99. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +640 -0
  100. package/Build/Workers/createVerticesFromHeightmap.js +2707 -0
  101. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +994 -0
  102. package/Build/Workers/createWallGeometry.js +623 -0
  103. package/Build/Workers/createWallOutlineGeometry.js +432 -0
  104. package/Build/Workers/decodeDraco.js +381 -0
  105. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +3668 -0
  106. package/Build/Workers/decodeI3S.js +1040 -0
  107. package/Build/Workers/defaultValue-0a909f67.js +51 -0
  108. package/Build/Workers/package.js +2 -0
  109. package/Build/Workers/transcodeKTX2.js +1516 -0
  110. package/Build/Workers/transferTypedArrayTest.js +18 -0
  111. package/Build/Workers/upsampleQuantizedTerrainMesh.js +1023 -0
  112. package/LICENSE.md +933 -0
  113. package/README.md +58 -0
  114. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_0.json +1 -0
  115. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_1.json +1 -0
  116. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_10.json +1 -0
  117. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_11.json +1 -0
  118. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_12.json +1 -0
  119. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_13.json +1 -0
  120. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_14.json +1 -0
  121. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_15.json +1 -0
  122. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_16.json +1 -0
  123. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_17.json +1 -0
  124. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_18.json +1 -0
  125. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_19.json +1 -0
  126. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_2.json +1 -0
  127. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_20.json +1 -0
  128. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_21.json +1 -0
  129. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_22.json +1 -0
  130. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_23.json +1 -0
  131. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_24.json +1 -0
  132. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_25.json +1 -0
  133. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_26.json +1 -0
  134. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_27.json +1 -0
  135. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_3.json +1 -0
  136. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_4.json +1 -0
  137. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_5.json +1 -0
  138. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_6.json +1 -0
  139. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_7.json +1 -0
  140. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_8.json +1 -0
  141. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_9.json +1 -0
  142. package/Source/Assets/Images/bing_maps_credit.png +0 -0
  143. package/Source/Assets/Images/cesium_credit.png +0 -0
  144. package/Source/Assets/Images/google_earth_credit.png +0 -0
  145. package/Source/Assets/Images/ion-credit.png +0 -0
  146. package/Source/Assets/Textures/LensFlare/DirtMask.jpg +0 -0
  147. package/Source/Assets/Textures/LensFlare/StarBurst.jpg +0 -0
  148. package/Source/Assets/Textures/NaturalEarthII/0/0/0.jpg +0 -0
  149. package/Source/Assets/Textures/NaturalEarthII/0/1/0.jpg +0 -0
  150. package/Source/Assets/Textures/NaturalEarthII/1/0/0.jpg +0 -0
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  190. package/Source/Assets/Textures/NaturalEarthII/tilemapresource.xml +14 -0
  191. package/Source/Assets/Textures/SkyBox/tycho2t3_80_mx.jpg +0 -0
  192. package/Source/Assets/Textures/SkyBox/tycho2t3_80_my.jpg +0 -0
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  197. package/Source/Assets/Textures/maki/airfield.png +0 -0
  198. package/Source/Assets/Textures/maki/airport.png +0 -0
  199. package/Source/Assets/Textures/maki/alcohol-shop.png +0 -0
  200. package/Source/Assets/Textures/maki/america-football.png +0 -0
  201. package/Source/Assets/Textures/maki/art-gallery.png +0 -0
  202. package/Source/Assets/Textures/maki/bakery.png +0 -0
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  204. package/Source/Assets/Textures/maki/bar.png +0 -0
  205. package/Source/Assets/Textures/maki/baseball.png +0 -0
  206. package/Source/Assets/Textures/maki/basketball.png +0 -0
  207. package/Source/Assets/Textures/maki/beer.png +0 -0
  208. package/Source/Assets/Textures/maki/bicycle.png +0 -0
  209. package/Source/Assets/Textures/maki/building.png +0 -0
  210. package/Source/Assets/Textures/maki/bus.png +0 -0
  211. package/Source/Assets/Textures/maki/cafe.png +0 -0
  212. package/Source/Assets/Textures/maki/camera.png +0 -0
  213. package/Source/Assets/Textures/maki/campsite.png +0 -0
  214. package/Source/Assets/Textures/maki/car.png +0 -0
  215. package/Source/Assets/Textures/maki/cemetery.png +0 -0
  216. package/Source/Assets/Textures/maki/cesium.png +0 -0
  217. package/Source/Assets/Textures/maki/chemist.png +0 -0
  218. package/Source/Assets/Textures/maki/cinema.png +0 -0
  219. package/Source/Assets/Textures/maki/circle-stroked.png +0 -0
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  221. package/Source/Assets/Textures/maki/city.png +0 -0
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  223. package/Source/Assets/Textures/maki/college.png +0 -0
  224. package/Source/Assets/Textures/maki/commercial.png +0 -0
  225. package/Source/Assets/Textures/maki/cricket.png +0 -0
  226. package/Source/Assets/Textures/maki/cross.png +0 -0
  227. package/Source/Assets/Textures/maki/dam.png +0 -0
  228. package/Source/Assets/Textures/maki/danger.png +0 -0
  229. package/Source/Assets/Textures/maki/disability.png +0 -0
  230. package/Source/Assets/Textures/maki/dog-park.png +0 -0
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  232. package/Source/Assets/Textures/maki/emergency-telephone.png +0 -0
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  237. package/Source/Assets/Textures/maki/fire-station.png +0 -0
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  1658. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +87 -0
  1659. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1660. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
  1661. package/Source/Shaders/VectorTileVS.glsl +9 -0
  1662. package/Source/Shaders/VectorTileVS.js +11 -0
  1663. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
  1664. package/Source/Shaders/ViewportQuadFS.js +18 -0
  1665. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
  1666. package/Source/Shaders/ViewportQuadVS.js +12 -0
  1667. package/Source/ThirdParty/Workers/basis_transcoder.js +21 -0
  1668. package/Source/ThirdParty/Workers/draco_decoder_nodejs.js +118 -0
  1669. package/Source/ThirdParty/Workers/package.json +1 -0
  1670. package/Source/ThirdParty/Workers/pako_deflate.min.js +2 -0
  1671. package/Source/ThirdParty/Workers/pako_inflate.min.js +2 -0
  1672. package/Source/ThirdParty/Workers/z-worker-pako.js +1 -0
  1673. package/Source/ThirdParty/basis_transcoder.wasm +0 -0
  1674. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  1675. package/Source/ThirdParty/google-earth-dbroot-parser.js +8337 -0
  1676. package/Source/Widget/CesiumWidget.css +124 -0
  1677. package/Source/Widget/CesiumWidget.js +807 -0
  1678. package/Source/Widget/lighter.css +14 -0
  1679. package/Source/Workers/cesiumWorkerBootstrapper.js +2290 -0
  1680. package/Source/Workers/package.json +1 -0
  1681. package/Source/Workers/transferTypedArrayTest.js +22 -0
  1682. package/Source/WorkersES6/combineGeometry.js +14 -0
  1683. package/Source/WorkersES6/createBoxGeometry.js +10 -0
  1684. package/Source/WorkersES6/createBoxOutlineGeometry.js +10 -0
  1685. package/Source/WorkersES6/createCircleGeometry.js +18 -0
  1686. package/Source/WorkersES6/createCircleOutlineGeometry.js +18 -0
  1687. package/Source/WorkersES6/createCoplanarPolygonGeometry.js +10 -0
  1688. package/Source/WorkersES6/createCoplanarPolygonOutlineGeometry.js +15 -0
  1689. package/Source/WorkersES6/createCorridorGeometry.js +12 -0
  1690. package/Source/WorkersES6/createCorridorOutlineGeometry.js +17 -0
  1691. package/Source/WorkersES6/createCylinderGeometry.js +10 -0
  1692. package/Source/WorkersES6/createCylinderOutlineGeometry.js +10 -0
  1693. package/Source/WorkersES6/createEllipseGeometry.js +14 -0
  1694. package/Source/WorkersES6/createEllipseOutlineGeometry.js +14 -0
  1695. package/Source/WorkersES6/createEllipsoidGeometry.js +10 -0
  1696. package/Source/WorkersES6/createEllipsoidOutlineGeometry.js +13 -0
  1697. package/Source/WorkersES6/createFrustumGeometry.js +10 -0
  1698. package/Source/WorkersES6/createFrustumOutlineGeometry.js +10 -0
  1699. package/Source/WorkersES6/createGeometry.js +52 -0
  1700. package/Source/WorkersES6/createGroundPolylineGeometry.js +16 -0
  1701. package/Source/WorkersES6/createPlaneGeometry.js +10 -0
  1702. package/Source/WorkersES6/createPlaneOutlineGeometry.js +10 -0
  1703. package/Source/WorkersES6/createPolygonGeometry.js +12 -0
  1704. package/Source/WorkersES6/createPolygonOutlineGeometry.js +12 -0
  1705. package/Source/WorkersES6/createPolylineGeometry.js +12 -0
  1706. package/Source/WorkersES6/createPolylineVolumeGeometry.js +17 -0
  1707. package/Source/WorkersES6/createPolylineVolumeOutlineGeometry.js +22 -0
  1708. package/Source/WorkersES6/createRectangleGeometry.js +14 -0
  1709. package/Source/WorkersES6/createRectangleOutlineGeometry.js +17 -0
  1710. package/Source/WorkersES6/createSimplePolylineGeometry.js +17 -0
  1711. package/Source/WorkersES6/createSphereGeometry.js +10 -0
  1712. package/Source/WorkersES6/createSphereOutlineGeometry.js +10 -0
  1713. package/Source/WorkersES6/createTaskProcessorWorker.js +129 -0
  1714. package/Source/WorkersES6/createVectorTileClampedPolylines.js +541 -0
  1715. package/Source/WorkersES6/createVectorTileGeometries.js +414 -0
  1716. package/Source/WorkersES6/createVectorTilePoints.js +81 -0
  1717. package/Source/WorkersES6/createVectorTilePolygons.js +412 -0
  1718. package/Source/WorkersES6/createVectorTilePolylines.js +210 -0
  1719. package/Source/WorkersES6/createVerticesFromGoogleEarthEnterpriseBuffer.js +653 -0
  1720. package/Source/WorkersES6/createVerticesFromHeightmap.js +53 -0
  1721. package/Source/WorkersES6/createVerticesFromQuantizedTerrainMesh.js +549 -0
  1722. package/Source/WorkersES6/createWallGeometry.js +12 -0
  1723. package/Source/WorkersES6/createWallOutlineGeometry.js +12 -0
  1724. package/Source/WorkersES6/decodeDraco.js +381 -0
  1725. package/Source/WorkersES6/decodeGoogleEarthEnterprisePacket.js +268 -0
  1726. package/Source/WorkersES6/decodeI3S.js +1044 -0
  1727. package/Source/WorkersES6/transcodeKTX2.js +316 -0
  1728. package/Source/WorkersES6/upsampleQuantizedTerrainMesh.js +680 -0
  1729. package/index.d.ts +41767 -0
  1730. package/index.js +1085 -0
  1731. package/package.json +73 -0
@@ -0,0 +1,1176 @@
1
+ import Cartesian2 from "../Core/Cartesian2.js";
2
+ import Check from "../Core/Check.js";
3
+ import clone from "../Core/clone.js";
4
+ import Color from "../Core/Color.js";
5
+ import combine from "../Core/combine.js";
6
+ import defaultValue from "../Core/defaultValue.js";
7
+ import defined from "../Core/defined.js";
8
+ import deprecationWarning from "../Core/deprecationWarning.js";
9
+ import destroyObject from "../Core/destroyObject.js";
10
+ import DeveloperError from "../Core/DeveloperError.js";
11
+ import CesiumMath from "../Core/Math.js";
12
+ import RuntimeError from "../Core/RuntimeError.js";
13
+ import ContextLimits from "../Renderer/ContextLimits.js";
14
+ import DrawCommand from "../Renderer/DrawCommand.js";
15
+ import Pass from "../Renderer/Pass.js";
16
+ import RenderState from "../Renderer/RenderState.js";
17
+ import ShaderSource from "../Renderer/ShaderSource.js";
18
+ import BatchTexture from "./BatchTexture.js";
19
+ import BatchTableHierarchy from "./BatchTableHierarchy.js";
20
+ import BlendingState from "./BlendingState.js";
21
+ import Cesium3DTileColorBlendMode from "./Cesium3DTileColorBlendMode.js";
22
+ import CullFace from "./CullFace.js";
23
+ import getBinaryAccessor from "./getBinaryAccessor.js";
24
+ import StencilConstants from "./StencilConstants.js";
25
+ import StencilFunction from "./StencilFunction.js";
26
+ import StencilOperation from "./StencilOperation.js";
27
+
28
+ const DEFAULT_COLOR_VALUE = BatchTexture.DEFAULT_COLOR_VALUE;
29
+ const DEFAULT_SHOW_VALUE = BatchTexture.DEFAULT_SHOW_VALUE;
30
+
31
+ /**
32
+ * @private
33
+ * @constructor
34
+ */
35
+ function Cesium3DTileBatchTable(
36
+ content,
37
+ featuresLength,
38
+ batchTableJson,
39
+ batchTableBinary,
40
+ colorChangedCallback
41
+ ) {
42
+ /**
43
+ * @readonly
44
+ */
45
+ this.featuresLength = featuresLength;
46
+
47
+ let extensions;
48
+ if (defined(batchTableJson)) {
49
+ extensions = batchTableJson.extensions;
50
+ }
51
+ this._extensions = defaultValue(extensions, {});
52
+
53
+ const properties = initializeProperties(batchTableJson);
54
+ this._properties = properties;
55
+
56
+ this._batchTableHierarchy = initializeHierarchy(
57
+ this,
58
+ batchTableJson,
59
+ batchTableBinary
60
+ );
61
+
62
+ const binaryProperties = getBinaryProperties(
63
+ featuresLength,
64
+ properties,
65
+ batchTableBinary
66
+ );
67
+ this._binaryPropertiesByteLength = countBinaryPropertyMemory(
68
+ binaryProperties
69
+ );
70
+ this._batchTableBinaryProperties = binaryProperties;
71
+
72
+ this._content = content;
73
+
74
+ this._batchTexture = new BatchTexture({
75
+ featuresLength: featuresLength,
76
+ colorChangedCallback: colorChangedCallback,
77
+ owner: content,
78
+ statistics: content.tileset.statistics,
79
+ });
80
+ }
81
+
82
+ // This can be overridden for testing purposes
83
+ Cesium3DTileBatchTable._deprecationWarning = deprecationWarning;
84
+
85
+ Object.defineProperties(Cesium3DTileBatchTable.prototype, {
86
+ /**
87
+ * Size of the batch table, including the batch table hierarchy's binary
88
+ * buffers and any binary properties. JSON data is not counted.
89
+ *
90
+ * @memberof Cesium3DTileBatchTable.prototype
91
+ * @type {Number}
92
+ * @readonly
93
+ * @private
94
+ */
95
+ batchTableByteLength: {
96
+ get: function () {
97
+ let totalByteLength = this._binaryPropertiesByteLength;
98
+
99
+ if (defined(this._batchTableHierarchy)) {
100
+ totalByteLength += this._batchTableHierarchy.byteLength;
101
+ }
102
+
103
+ totalByteLength += this._batchTexture.byteLength;
104
+
105
+ return totalByteLength;
106
+ },
107
+ },
108
+ });
109
+
110
+ function initializeProperties(jsonHeader) {
111
+ const properties = {};
112
+
113
+ if (!defined(jsonHeader)) {
114
+ return properties;
115
+ }
116
+
117
+ for (const propertyName in jsonHeader) {
118
+ if (
119
+ jsonHeader.hasOwnProperty(propertyName) &&
120
+ propertyName !== "HIERARCHY" && // Deprecated HIERARCHY property
121
+ propertyName !== "extensions" &&
122
+ propertyName !== "extras"
123
+ ) {
124
+ properties[propertyName] = clone(jsonHeader[propertyName], true);
125
+ }
126
+ }
127
+
128
+ return properties;
129
+ }
130
+
131
+ function initializeHierarchy(batchTable, jsonHeader, binaryBody) {
132
+ if (!defined(jsonHeader)) {
133
+ return;
134
+ }
135
+
136
+ let hierarchy = batchTable._extensions["3DTILES_batch_table_hierarchy"];
137
+
138
+ const legacyHierarchy = jsonHeader.HIERARCHY;
139
+ if (defined(legacyHierarchy)) {
140
+ Cesium3DTileBatchTable._deprecationWarning(
141
+ "batchTableHierarchyExtension",
142
+ "The batch table HIERARCHY property has been moved to an extension. Use extensions.3DTILES_batch_table_hierarchy instead."
143
+ );
144
+ batchTable._extensions["3DTILES_batch_table_hierarchy"] = legacyHierarchy;
145
+ hierarchy = legacyHierarchy;
146
+ }
147
+
148
+ if (!defined(hierarchy)) {
149
+ return;
150
+ }
151
+
152
+ return new BatchTableHierarchy({
153
+ extension: hierarchy,
154
+ binaryBody: binaryBody,
155
+ });
156
+ }
157
+
158
+ function getBinaryProperties(featuresLength, properties, binaryBody) {
159
+ let binaryProperties;
160
+ for (const name in properties) {
161
+ if (properties.hasOwnProperty(name)) {
162
+ const property = properties[name];
163
+ const byteOffset = property.byteOffset;
164
+ if (defined(byteOffset)) {
165
+ // This is a binary property
166
+ const componentType = property.componentType;
167
+ const type = property.type;
168
+ if (!defined(componentType)) {
169
+ throw new RuntimeError("componentType is required.");
170
+ }
171
+ if (!defined(type)) {
172
+ throw new RuntimeError("type is required.");
173
+ }
174
+ if (!defined(binaryBody)) {
175
+ throw new RuntimeError(
176
+ `Property ${name} requires a batch table binary.`
177
+ );
178
+ }
179
+
180
+ const binaryAccessor = getBinaryAccessor(property);
181
+ const componentCount = binaryAccessor.componentsPerAttribute;
182
+ const classType = binaryAccessor.classType;
183
+ const typedArray = binaryAccessor.createArrayBufferView(
184
+ binaryBody.buffer,
185
+ binaryBody.byteOffset + byteOffset,
186
+ featuresLength
187
+ );
188
+
189
+ if (!defined(binaryProperties)) {
190
+ binaryProperties = {};
191
+ }
192
+
193
+ // Store any information needed to access the binary data, including the typed array,
194
+ // componentCount (e.g. a VEC4 would be 4), and the type used to pack and unpack (e.g. Cartesian4).
195
+ binaryProperties[name] = {
196
+ typedArray: typedArray,
197
+ componentCount: componentCount,
198
+ type: classType,
199
+ };
200
+ }
201
+ }
202
+ }
203
+ return binaryProperties;
204
+ }
205
+
206
+ function countBinaryPropertyMemory(binaryProperties) {
207
+ if (!defined(binaryProperties)) {
208
+ return 0;
209
+ }
210
+
211
+ let byteLength = 0;
212
+ for (const name in binaryProperties) {
213
+ if (binaryProperties.hasOwnProperty(name)) {
214
+ byteLength += binaryProperties[name].typedArray.byteLength;
215
+ }
216
+ }
217
+ return byteLength;
218
+ }
219
+
220
+ Cesium3DTileBatchTable.getBinaryProperties = function (
221
+ featuresLength,
222
+ batchTableJson,
223
+ batchTableBinary
224
+ ) {
225
+ return getBinaryProperties(featuresLength, batchTableJson, batchTableBinary);
226
+ };
227
+
228
+ Cesium3DTileBatchTable.prototype.setShow = function (batchId, show) {
229
+ this._batchTexture.setShow(batchId, show);
230
+ };
231
+
232
+ Cesium3DTileBatchTable.prototype.setAllShow = function (show) {
233
+ this._batchTexture.setAllShow(show);
234
+ };
235
+
236
+ Cesium3DTileBatchTable.prototype.getShow = function (batchId) {
237
+ return this._batchTexture.getShow(batchId);
238
+ };
239
+
240
+ Cesium3DTileBatchTable.prototype.setColor = function (batchId, color) {
241
+ this._batchTexture.setColor(batchId, color);
242
+ };
243
+
244
+ Cesium3DTileBatchTable.prototype.setAllColor = function (color) {
245
+ this._batchTexture.setAllColor(color);
246
+ };
247
+
248
+ Cesium3DTileBatchTable.prototype.getColor = function (batchId, result) {
249
+ return this._batchTexture.getColor(batchId, result);
250
+ };
251
+
252
+ Cesium3DTileBatchTable.prototype.getPickColor = function (batchId) {
253
+ return this._batchTexture.getPickColor(batchId);
254
+ };
255
+
256
+ const scratchColor = new Color();
257
+
258
+ Cesium3DTileBatchTable.prototype.applyStyle = function (style) {
259
+ if (!defined(style)) {
260
+ this.setAllColor(DEFAULT_COLOR_VALUE);
261
+ this.setAllShow(DEFAULT_SHOW_VALUE);
262
+ return;
263
+ }
264
+
265
+ const content = this._content;
266
+ const length = this.featuresLength;
267
+ for (let i = 0; i < length; ++i) {
268
+ const feature = content.getFeature(i);
269
+ const color = defined(style.color)
270
+ ? defaultValue(
271
+ style.color.evaluateColor(feature, scratchColor),
272
+ DEFAULT_COLOR_VALUE
273
+ )
274
+ : DEFAULT_COLOR_VALUE;
275
+ const show = defined(style.show)
276
+ ? defaultValue(style.show.evaluate(feature), DEFAULT_SHOW_VALUE)
277
+ : DEFAULT_SHOW_VALUE;
278
+ this.setColor(i, color);
279
+ this.setShow(i, show);
280
+ }
281
+ };
282
+
283
+ function getBinaryProperty(binaryProperty, index) {
284
+ const typedArray = binaryProperty.typedArray;
285
+ const componentCount = binaryProperty.componentCount;
286
+ if (componentCount === 1) {
287
+ return typedArray[index];
288
+ }
289
+ return binaryProperty.type.unpack(typedArray, index * componentCount);
290
+ }
291
+
292
+ function setBinaryProperty(binaryProperty, index, value) {
293
+ const typedArray = binaryProperty.typedArray;
294
+ const componentCount = binaryProperty.componentCount;
295
+ if (componentCount === 1) {
296
+ typedArray[index] = value;
297
+ } else {
298
+ binaryProperty.type.pack(value, typedArray, index * componentCount);
299
+ }
300
+ }
301
+
302
+ function checkBatchId(batchId, featuresLength) {
303
+ if (!defined(batchId) || batchId < 0 || batchId >= featuresLength) {
304
+ throw new DeveloperError(
305
+ `batchId is required and must be between zero and featuresLength - 1 (${featuresLength}` -
306
+ +")."
307
+ );
308
+ }
309
+ }
310
+
311
+ Cesium3DTileBatchTable.prototype.isClass = function (batchId, className) {
312
+ //>>includeStart('debug', pragmas.debug);
313
+ checkBatchId(batchId, this.featuresLength);
314
+ Check.typeOf.string("className", className);
315
+ //>>includeEnd('debug');
316
+
317
+ const hierarchy = this._batchTableHierarchy;
318
+ if (!defined(hierarchy)) {
319
+ return false;
320
+ }
321
+
322
+ return hierarchy.isClass(batchId, className);
323
+ };
324
+
325
+ Cesium3DTileBatchTable.prototype.isExactClass = function (batchId, className) {
326
+ //>>includeStart('debug', pragmas.debug);
327
+ Check.typeOf.string("className", className);
328
+ //>>includeEnd('debug');
329
+
330
+ return this.getExactClassName(batchId) === className;
331
+ };
332
+
333
+ Cesium3DTileBatchTable.prototype.getExactClassName = function (batchId) {
334
+ //>>includeStart('debug', pragmas.debug);
335
+ checkBatchId(batchId, this.featuresLength);
336
+ //>>includeEnd('debug');
337
+
338
+ const hierarchy = this._batchTableHierarchy;
339
+ if (!defined(hierarchy)) {
340
+ return undefined;
341
+ }
342
+
343
+ return hierarchy.getClassName(batchId);
344
+ };
345
+
346
+ Cesium3DTileBatchTable.prototype.hasProperty = function (batchId, name) {
347
+ //>>includeStart('debug', pragmas.debug);
348
+ checkBatchId(batchId, this.featuresLength);
349
+ Check.typeOf.string("name", name);
350
+ //>>includeEnd('debug');
351
+
352
+ return (
353
+ defined(this._properties[name]) ||
354
+ (defined(this._batchTableHierarchy) &&
355
+ this._batchTableHierarchy.hasProperty(batchId, name))
356
+ );
357
+ };
358
+
359
+ /**
360
+ * @private
361
+ */
362
+ Cesium3DTileBatchTable.prototype.hasPropertyBySemantic = function () {
363
+ // Cesium 3D Tiles 1.0 formats do not have semantics
364
+ return false;
365
+ };
366
+
367
+ Cesium3DTileBatchTable.prototype.getPropertyIds = function (batchId, results) {
368
+ //>>includeStart('debug', pragmas.debug);
369
+ checkBatchId(batchId, this.featuresLength);
370
+ //>>includeEnd('debug');
371
+
372
+ results = defined(results) ? results : [];
373
+ results.length = 0;
374
+
375
+ const scratchPropertyIds = Object.keys(this._properties);
376
+ results.push.apply(results, scratchPropertyIds);
377
+
378
+ if (defined(this._batchTableHierarchy)) {
379
+ results.push.apply(
380
+ results,
381
+ this._batchTableHierarchy.getPropertyIds(batchId, scratchPropertyIds)
382
+ );
383
+ }
384
+
385
+ return results;
386
+ };
387
+
388
+ /**
389
+ * @private
390
+ */
391
+ Cesium3DTileBatchTable.prototype.getPropertyBySemantic = function (
392
+ batchId,
393
+ name
394
+ ) {
395
+ // Cesium 3D Tiles 1.0 formats do not have semantics
396
+ return undefined;
397
+ };
398
+
399
+ Cesium3DTileBatchTable.prototype.getProperty = function (batchId, name) {
400
+ //>>includeStart('debug', pragmas.debug);
401
+ checkBatchId(batchId, this.featuresLength);
402
+ Check.typeOf.string("name", name);
403
+ //>>includeEnd('debug');
404
+
405
+ if (defined(this._batchTableBinaryProperties)) {
406
+ const binaryProperty = this._batchTableBinaryProperties[name];
407
+ if (defined(binaryProperty)) {
408
+ return getBinaryProperty(binaryProperty, batchId);
409
+ }
410
+ }
411
+
412
+ const propertyValues = this._properties[name];
413
+ if (defined(propertyValues)) {
414
+ return clone(propertyValues[batchId], true);
415
+ }
416
+
417
+ if (defined(this._batchTableHierarchy)) {
418
+ const hierarchyProperty = this._batchTableHierarchy.getProperty(
419
+ batchId,
420
+ name
421
+ );
422
+ if (defined(hierarchyProperty)) {
423
+ return hierarchyProperty;
424
+ }
425
+ }
426
+
427
+ return undefined;
428
+ };
429
+
430
+ Cesium3DTileBatchTable.prototype.setProperty = function (batchId, name, value) {
431
+ const featuresLength = this.featuresLength;
432
+ //>>includeStart('debug', pragmas.debug);
433
+ checkBatchId(batchId, featuresLength);
434
+ Check.typeOf.string("name", name);
435
+ //>>includeEnd('debug');
436
+
437
+ if (defined(this._batchTableBinaryProperties)) {
438
+ const binaryProperty = this._batchTableBinaryProperties[name];
439
+ if (defined(binaryProperty)) {
440
+ setBinaryProperty(binaryProperty, batchId, value);
441
+ return;
442
+ }
443
+ }
444
+
445
+ if (defined(this._batchTableHierarchy)) {
446
+ if (this._batchTableHierarchy.setProperty(batchId, name, value)) {
447
+ return;
448
+ }
449
+ }
450
+
451
+ let propertyValues = this._properties[name];
452
+ if (!defined(propertyValues)) {
453
+ // Property does not exist. Create it.
454
+ this._properties[name] = new Array(featuresLength);
455
+ propertyValues = this._properties[name];
456
+ }
457
+
458
+ propertyValues[batchId] = clone(value, true);
459
+ };
460
+
461
+ function getGlslComputeSt(batchTable) {
462
+ // GLSL batchId is zero-based: [0, featuresLength - 1]
463
+ if (batchTable._batchTexture.textureDimensions.y === 1) {
464
+ return (
465
+ "uniform vec4 tile_textureStep; \n" +
466
+ "vec2 computeSt(float batchId) \n" +
467
+ "{ \n" +
468
+ " float stepX = tile_textureStep.x; \n" +
469
+ " float centerX = tile_textureStep.y; \n" +
470
+ " return vec2(centerX + (batchId * stepX), 0.5); \n" +
471
+ "} \n"
472
+ );
473
+ }
474
+
475
+ return (
476
+ "uniform vec4 tile_textureStep; \n" +
477
+ "uniform vec2 tile_textureDimensions; \n" +
478
+ "vec2 computeSt(float batchId) \n" +
479
+ "{ \n" +
480
+ " float stepX = tile_textureStep.x; \n" +
481
+ " float centerX = tile_textureStep.y; \n" +
482
+ " float stepY = tile_textureStep.z; \n" +
483
+ " float centerY = tile_textureStep.w; \n" +
484
+ " float xId = mod(batchId, tile_textureDimensions.x); \n" +
485
+ " float yId = floor(batchId / tile_textureDimensions.x); \n" +
486
+ " return vec2(centerX + (xId * stepX), centerY + (yId * stepY)); \n" +
487
+ "} \n"
488
+ );
489
+ }
490
+
491
+ Cesium3DTileBatchTable.prototype.getVertexShaderCallback = function (
492
+ handleTranslucent,
493
+ batchIdAttributeName,
494
+ diffuseAttributeOrUniformName
495
+ ) {
496
+ if (this.featuresLength === 0) {
497
+ return;
498
+ }
499
+
500
+ const that = this;
501
+ return function (source) {
502
+ // If the color blend mode is HIGHLIGHT, the highlight color will always be applied in the fragment shader.
503
+ // No need to apply the highlight color in the vertex shader as well.
504
+ const renamedSource = modifyDiffuse(
505
+ source,
506
+ diffuseAttributeOrUniformName,
507
+ false
508
+ );
509
+ let newMain;
510
+
511
+ if (ContextLimits.maximumVertexTextureImageUnits > 0) {
512
+ // When VTF is supported, perform per-feature show/hide in the vertex shader
513
+ newMain = "";
514
+ if (handleTranslucent) {
515
+ newMain += "uniform bool tile_translucentCommand; \n";
516
+ }
517
+ newMain +=
518
+ `${
519
+ "uniform sampler2D tile_batchTexture; \n" +
520
+ "varying vec4 tile_featureColor; \n" +
521
+ "varying vec2 tile_featureSt; \n" +
522
+ "void main() \n" +
523
+ "{ \n" +
524
+ " vec2 st = computeSt("
525
+ }${batchIdAttributeName}); \n` +
526
+ ` vec4 featureProperties = texture2D(tile_batchTexture, st); \n` +
527
+ ` tile_color(featureProperties); \n` +
528
+ ` float show = ceil(featureProperties.a); \n` + // 0 - false, non-zero - true
529
+ ` gl_Position *= show; \n`; // Per-feature show/hide
530
+ if (handleTranslucent) {
531
+ newMain +=
532
+ " bool isStyleTranslucent = (featureProperties.a != 1.0); \n" +
533
+ " if (czm_pass == czm_passTranslucent) \n" +
534
+ " { \n" +
535
+ " if (!isStyleTranslucent && !tile_translucentCommand) \n" + // Do not render opaque features in the translucent pass
536
+ " { \n" +
537
+ " gl_Position *= 0.0; \n" +
538
+ " } \n" +
539
+ " } \n" +
540
+ " else \n" +
541
+ " { \n" +
542
+ " if (isStyleTranslucent) \n" + // Do not render translucent features in the opaque pass
543
+ " { \n" +
544
+ " gl_Position *= 0.0; \n" +
545
+ " } \n" +
546
+ " } \n";
547
+ }
548
+ newMain +=
549
+ " tile_featureColor = featureProperties; \n" +
550
+ " tile_featureSt = st; \n" +
551
+ "}";
552
+ } else {
553
+ // When VTF is not supported, color blend mode MIX will look incorrect due to the feature's color not being available in the vertex shader
554
+ newMain =
555
+ `${
556
+ "varying vec2 tile_featureSt; \n" +
557
+ "void main() \n" +
558
+ "{ \n" +
559
+ " tile_color(vec4(1.0)); \n" +
560
+ " tile_featureSt = computeSt("
561
+ }${batchIdAttributeName}); \n` + `}`;
562
+ }
563
+
564
+ return `${renamedSource}\n${getGlslComputeSt(that)}${newMain}`;
565
+ };
566
+ };
567
+
568
+ function getDefaultShader(source, applyHighlight) {
569
+ source = ShaderSource.replaceMain(source, "tile_main");
570
+
571
+ if (!applyHighlight) {
572
+ return (
573
+ `${source}void tile_color(vec4 tile_featureColor) \n` +
574
+ `{ \n` +
575
+ ` tile_main(); \n` +
576
+ `} \n`
577
+ );
578
+ }
579
+
580
+ // The color blend mode is intended for the RGB channels so alpha is always just multiplied.
581
+ // gl_FragColor is multiplied by the tile color only when tile_colorBlend is 0.0 (highlight)
582
+ return (
583
+ `${source}uniform float tile_colorBlend; \n` +
584
+ `void tile_color(vec4 tile_featureColor) \n` +
585
+ `{ \n` +
586
+ ` tile_main(); \n` +
587
+ ` tile_featureColor = czm_gammaCorrect(tile_featureColor); \n` +
588
+ ` gl_FragColor.a *= tile_featureColor.a; \n` +
589
+ ` float highlight = ceil(tile_colorBlend); \n` +
590
+ ` gl_FragColor.rgb *= mix(tile_featureColor.rgb, vec3(1.0), highlight); \n` +
591
+ `} \n`
592
+ );
593
+ }
594
+
595
+ function replaceDiffuseTextureCalls(source, diffuseAttributeOrUniformName) {
596
+ const functionCall = `texture2D(${diffuseAttributeOrUniformName}`;
597
+
598
+ let fromIndex = 0;
599
+ let startIndex = source.indexOf(functionCall, fromIndex);
600
+ let endIndex;
601
+
602
+ while (startIndex > -1) {
603
+ let nestedLevel = 0;
604
+ for (let i = startIndex; i < source.length; ++i) {
605
+ const character = source.charAt(i);
606
+ if (character === "(") {
607
+ ++nestedLevel;
608
+ } else if (character === ")") {
609
+ --nestedLevel;
610
+ if (nestedLevel === 0) {
611
+ endIndex = i + 1;
612
+ break;
613
+ }
614
+ }
615
+ }
616
+ const extractedFunction = source.slice(startIndex, endIndex);
617
+ const replacedFunction = `tile_diffuse_final(${extractedFunction}, tile_diffuse)`;
618
+
619
+ source =
620
+ source.slice(0, startIndex) + replacedFunction + source.slice(endIndex);
621
+ fromIndex = startIndex + replacedFunction.length;
622
+ startIndex = source.indexOf(functionCall, fromIndex);
623
+ }
624
+
625
+ return source;
626
+ }
627
+
628
+ function modifyDiffuse(source, diffuseAttributeOrUniformName, applyHighlight) {
629
+ // If the glTF does not specify the _3DTILESDIFFUSE semantic, return the default shader.
630
+ // Otherwise if _3DTILESDIFFUSE is defined prefer the shader below that can switch the color mode at runtime.
631
+ if (!defined(diffuseAttributeOrUniformName)) {
632
+ return getDefaultShader(source, applyHighlight);
633
+ }
634
+
635
+ // Find the diffuse uniform. Examples matches:
636
+ // uniform vec3 u_diffuseColor;
637
+ // uniform sampler2D diffuseTexture;
638
+ let regex = new RegExp(
639
+ `(uniform|attribute|in)\\s+(vec[34]|sampler2D)\\s+${diffuseAttributeOrUniformName};`
640
+ );
641
+ const uniformMatch = source.match(regex);
642
+
643
+ if (!defined(uniformMatch)) {
644
+ // Could not find uniform declaration of type vec3, vec4, or sampler2D
645
+ return getDefaultShader(source, applyHighlight);
646
+ }
647
+
648
+ const declaration = uniformMatch[0];
649
+ const type = uniformMatch[2];
650
+
651
+ source = ShaderSource.replaceMain(source, "tile_main");
652
+ source = source.replace(declaration, ""); // Remove uniform declaration for now so the replace below doesn't affect it
653
+
654
+ // If the tile color is white, use the source color. This implies the feature has not been styled.
655
+ // Highlight: tile_colorBlend is 0.0 and the source color is used
656
+ // Replace: tile_colorBlend is 1.0 and the tile color is used
657
+ // Mix: tile_colorBlend is between 0.0 and 1.0, causing the source color and tile color to mix
658
+ const finalDiffuseFunction =
659
+ "bool isWhite(vec3 color) \n" +
660
+ "{ \n" +
661
+ " return all(greaterThan(color, vec3(1.0 - czm_epsilon3))); \n" +
662
+ "} \n" +
663
+ "vec4 tile_diffuse_final(vec4 sourceDiffuse, vec4 tileDiffuse) \n" +
664
+ "{ \n" +
665
+ " vec4 blendDiffuse = mix(sourceDiffuse, tileDiffuse, tile_colorBlend); \n" +
666
+ " vec4 diffuse = isWhite(tileDiffuse.rgb) ? sourceDiffuse : blendDiffuse; \n" +
667
+ " return vec4(diffuse.rgb, sourceDiffuse.a); \n" +
668
+ "} \n";
669
+
670
+ // The color blend mode is intended for the RGB channels so alpha is always just multiplied.
671
+ // gl_FragColor is multiplied by the tile color only when tile_colorBlend is 0.0 (highlight)
672
+ const highlight =
673
+ " tile_featureColor = czm_gammaCorrect(tile_featureColor); \n" +
674
+ " gl_FragColor.a *= tile_featureColor.a; \n" +
675
+ " float highlight = ceil(tile_colorBlend); \n" +
676
+ " gl_FragColor.rgb *= mix(tile_featureColor.rgb, vec3(1.0), highlight); \n";
677
+
678
+ let setColor;
679
+ if (type === "vec3" || type === "vec4") {
680
+ const sourceDiffuse =
681
+ type === "vec3"
682
+ ? `vec4(${diffuseAttributeOrUniformName}, 1.0)`
683
+ : diffuseAttributeOrUniformName;
684
+ const replaceDiffuse =
685
+ type === "vec3" ? "tile_diffuse.xyz" : "tile_diffuse";
686
+ regex = new RegExp(diffuseAttributeOrUniformName, "g");
687
+ source = source.replace(regex, replaceDiffuse);
688
+ setColor =
689
+ ` vec4 source = ${sourceDiffuse}; \n` +
690
+ ` tile_diffuse = tile_diffuse_final(source, tile_featureColor); \n` +
691
+ ` tile_main(); \n`;
692
+ } else if (type === "sampler2D") {
693
+ // Handles any number of nested parentheses
694
+ // E.g. texture2D(u_diffuse, uv)
695
+ // E.g. texture2D(u_diffuse, computeUV(index))
696
+ source = replaceDiffuseTextureCalls(source, diffuseAttributeOrUniformName);
697
+ setColor =
698
+ " tile_diffuse = tile_featureColor; \n" + " tile_main(); \n";
699
+ }
700
+
701
+ source =
702
+ `${
703
+ "uniform float tile_colorBlend; \n" + "vec4 tile_diffuse = vec4(1.0); \n"
704
+ }${finalDiffuseFunction}${declaration}\n${source}\n` +
705
+ `void tile_color(vec4 tile_featureColor) \n` +
706
+ `{ \n${setColor}`;
707
+
708
+ if (applyHighlight) {
709
+ source += highlight;
710
+ }
711
+
712
+ source += "} \n";
713
+ return source;
714
+ }
715
+
716
+ Cesium3DTileBatchTable.prototype.getFragmentShaderCallback = function (
717
+ handleTranslucent,
718
+ diffuseAttributeOrUniformName,
719
+ hasPremultipliedAlpha
720
+ ) {
721
+ if (this.featuresLength === 0) {
722
+ return;
723
+ }
724
+ return function (source) {
725
+ source = modifyDiffuse(source, diffuseAttributeOrUniformName, true);
726
+ if (ContextLimits.maximumVertexTextureImageUnits > 0) {
727
+ // When VTF is supported, per-feature show/hide already happened in the fragment shader
728
+ source +=
729
+ "uniform sampler2D tile_pickTexture; \n" +
730
+ "varying vec2 tile_featureSt; \n" +
731
+ "varying vec4 tile_featureColor; \n" +
732
+ "void main() \n" +
733
+ "{ \n" +
734
+ " tile_color(tile_featureColor); \n";
735
+
736
+ if (hasPremultipliedAlpha) {
737
+ source += " gl_FragColor.rgb *= gl_FragColor.a; \n";
738
+ }
739
+
740
+ source += "}";
741
+ } else {
742
+ if (handleTranslucent) {
743
+ source += "uniform bool tile_translucentCommand; \n";
744
+ }
745
+ source +=
746
+ "uniform sampler2D tile_pickTexture; \n" +
747
+ "uniform sampler2D tile_batchTexture; \n" +
748
+ "varying vec2 tile_featureSt; \n" +
749
+ "void main() \n" +
750
+ "{ \n" +
751
+ " vec4 featureProperties = texture2D(tile_batchTexture, tile_featureSt); \n" +
752
+ " if (featureProperties.a == 0.0) { \n" + // show: alpha == 0 - false, non-zeo - true
753
+ " discard; \n" +
754
+ " } \n";
755
+
756
+ if (handleTranslucent) {
757
+ source +=
758
+ " bool isStyleTranslucent = (featureProperties.a != 1.0); \n" +
759
+ " if (czm_pass == czm_passTranslucent) \n" +
760
+ " { \n" +
761
+ " if (!isStyleTranslucent && !tile_translucentCommand) \n" + // Do not render opaque features in the translucent pass
762
+ " { \n" +
763
+ " discard; \n" +
764
+ " } \n" +
765
+ " } \n" +
766
+ " else \n" +
767
+ " { \n" +
768
+ " if (isStyleTranslucent) \n" + // Do not render translucent features in the opaque pass
769
+ " { \n" +
770
+ " discard; \n" +
771
+ " } \n" +
772
+ " } \n";
773
+ }
774
+
775
+ source += " tile_color(featureProperties); \n";
776
+
777
+ if (hasPremultipliedAlpha) {
778
+ source += " gl_FragColor.rgb *= gl_FragColor.a; \n";
779
+ }
780
+
781
+ source += "} \n";
782
+ }
783
+ return source;
784
+ };
785
+ };
786
+
787
+ Cesium3DTileBatchTable.prototype.getClassificationFragmentShaderCallback = function () {
788
+ if (this.featuresLength === 0) {
789
+ return;
790
+ }
791
+ return function (source) {
792
+ source = ShaderSource.replaceMain(source, "tile_main");
793
+ if (ContextLimits.maximumVertexTextureImageUnits > 0) {
794
+ // When VTF is supported, per-feature show/hide already happened in the fragment shader
795
+ source +=
796
+ "uniform sampler2D tile_pickTexture;\n" +
797
+ "varying vec2 tile_featureSt; \n" +
798
+ "varying vec4 tile_featureColor; \n" +
799
+ "void main() \n" +
800
+ "{ \n" +
801
+ " tile_main(); \n" +
802
+ " gl_FragColor = tile_featureColor; \n" +
803
+ " gl_FragColor.rgb *= gl_FragColor.a; \n" +
804
+ "}";
805
+ } else {
806
+ source +=
807
+ "uniform sampler2D tile_batchTexture; \n" +
808
+ "uniform sampler2D tile_pickTexture;\n" +
809
+ "varying vec2 tile_featureSt; \n" +
810
+ "void main() \n" +
811
+ "{ \n" +
812
+ " tile_main(); \n" +
813
+ " vec4 featureProperties = texture2D(tile_batchTexture, tile_featureSt); \n" +
814
+ " if (featureProperties.a == 0.0) { \n" + // show: alpha == 0 - false, non-zero - true
815
+ " discard; \n" +
816
+ " } \n" +
817
+ " gl_FragColor = featureProperties; \n" +
818
+ " gl_FragColor.rgb *= gl_FragColor.a; \n" +
819
+ "} \n";
820
+ }
821
+ return source;
822
+ };
823
+ };
824
+
825
+ function getColorBlend(batchTable) {
826
+ const tileset = batchTable._content.tileset;
827
+ const colorBlendMode = tileset.colorBlendMode;
828
+ const colorBlendAmount = tileset.colorBlendAmount;
829
+ if (colorBlendMode === Cesium3DTileColorBlendMode.HIGHLIGHT) {
830
+ return 0.0;
831
+ }
832
+ if (colorBlendMode === Cesium3DTileColorBlendMode.REPLACE) {
833
+ return 1.0;
834
+ }
835
+ if (colorBlendMode === Cesium3DTileColorBlendMode.MIX) {
836
+ // The value 0.0 is reserved for highlight, so clamp to just above 0.0.
837
+ return CesiumMath.clamp(colorBlendAmount, CesiumMath.EPSILON4, 1.0);
838
+ }
839
+ //>>includeStart('debug', pragmas.debug);
840
+ throw new DeveloperError(`Invalid color blend mode "${colorBlendMode}".`);
841
+ //>>includeEnd('debug');
842
+ }
843
+
844
+ Cesium3DTileBatchTable.prototype.getUniformMapCallback = function () {
845
+ if (this.featuresLength === 0) {
846
+ return;
847
+ }
848
+
849
+ const that = this;
850
+ return function (uniformMap) {
851
+ const batchUniformMap = {
852
+ tile_batchTexture: function () {
853
+ // PERFORMANCE_IDEA: we could also use a custom shader that avoids the texture read.
854
+ return defaultValue(
855
+ that._batchTexture.batchTexture,
856
+ that._batchTexture.defaultTexture
857
+ );
858
+ },
859
+ tile_textureDimensions: function () {
860
+ return that._batchTexture.textureDimensions;
861
+ },
862
+ tile_textureStep: function () {
863
+ return that._batchTexture.textureStep;
864
+ },
865
+ tile_colorBlend: function () {
866
+ return getColorBlend(that);
867
+ },
868
+ tile_pickTexture: function () {
869
+ return that._batchTexture.pickTexture;
870
+ },
871
+ };
872
+
873
+ return combine(uniformMap, batchUniformMap);
874
+ };
875
+ };
876
+
877
+ Cesium3DTileBatchTable.prototype.getPickId = function () {
878
+ return "texture2D(tile_pickTexture, tile_featureSt)";
879
+ };
880
+
881
+ ///////////////////////////////////////////////////////////////////////////
882
+
883
+ const StyleCommandsNeeded = {
884
+ ALL_OPAQUE: 0,
885
+ ALL_TRANSLUCENT: 1,
886
+ OPAQUE_AND_TRANSLUCENT: 2,
887
+ };
888
+
889
+ Cesium3DTileBatchTable.prototype.addDerivedCommands = function (
890
+ frameState,
891
+ commandStart
892
+ ) {
893
+ const commandList = frameState.commandList;
894
+ const commandEnd = commandList.length;
895
+ const tile = this._content._tile;
896
+ const finalResolution = tile._finalResolution;
897
+ const tileset = tile.tileset;
898
+ const bivariateVisibilityTest =
899
+ tileset._skipLevelOfDetail &&
900
+ tileset._hasMixedContent &&
901
+ frameState.context.stencilBuffer;
902
+ const styleCommandsNeeded = getStyleCommandsNeeded(this);
903
+
904
+ for (let i = commandStart; i < commandEnd; ++i) {
905
+ const command = commandList[i];
906
+ if (command.pass === Pass.COMPUTE) {
907
+ continue;
908
+ }
909
+
910
+ let derivedCommands = command.derivedCommands.tileset;
911
+ if (!defined(derivedCommands) || command.dirty) {
912
+ derivedCommands = {};
913
+ command.derivedCommands.tileset = derivedCommands;
914
+ derivedCommands.originalCommand = deriveCommand(command);
915
+ command.dirty = false;
916
+ }
917
+ const originalCommand = derivedCommands.originalCommand;
918
+
919
+ if (
920
+ styleCommandsNeeded !== StyleCommandsNeeded.ALL_OPAQUE &&
921
+ command.pass !== Pass.TRANSLUCENT
922
+ ) {
923
+ if (!defined(derivedCommands.translucent)) {
924
+ derivedCommands.translucent = deriveTranslucentCommand(originalCommand);
925
+ }
926
+ }
927
+
928
+ if (
929
+ styleCommandsNeeded !== StyleCommandsNeeded.ALL_TRANSLUCENT &&
930
+ command.pass !== Pass.TRANSLUCENT
931
+ ) {
932
+ if (!defined(derivedCommands.opaque)) {
933
+ derivedCommands.opaque = deriveOpaqueCommand(originalCommand);
934
+ }
935
+
936
+ if (bivariateVisibilityTest) {
937
+ if (!finalResolution) {
938
+ if (!defined(derivedCommands.zback)) {
939
+ derivedCommands.zback = deriveZBackfaceCommand(
940
+ frameState.context,
941
+ originalCommand
942
+ );
943
+ }
944
+ tileset._backfaceCommands.push(derivedCommands.zback);
945
+ }
946
+ if (
947
+ !defined(derivedCommands.stencil) ||
948
+ tile._selectionDepth !==
949
+ getLastSelectionDepth(derivedCommands.stencil)
950
+ ) {
951
+ if (command.renderState.depthMask) {
952
+ derivedCommands.stencil = deriveStencilCommand(
953
+ originalCommand,
954
+ tile._selectionDepth
955
+ );
956
+ } else {
957
+ // Ignore if tile does not write depth
958
+ derivedCommands.stencil = derivedCommands.opaque;
959
+ }
960
+ }
961
+ }
962
+ }
963
+
964
+ const opaqueCommand = bivariateVisibilityTest
965
+ ? derivedCommands.stencil
966
+ : derivedCommands.opaque;
967
+ const translucentCommand = derivedCommands.translucent;
968
+
969
+ // If the command was originally opaque:
970
+ // * If the styling applied to the tile is all opaque, use the opaque command
971
+ // (with one additional uniform needed for the shader).
972
+ // * If the styling is all translucent, use new (cached) derived commands (front
973
+ // and back faces) with a translucent render state.
974
+ // * If the styling causes both opaque and translucent features in this tile,
975
+ // then use both sets of commands.
976
+ if (command.pass !== Pass.TRANSLUCENT) {
977
+ if (styleCommandsNeeded === StyleCommandsNeeded.ALL_OPAQUE) {
978
+ commandList[i] = opaqueCommand;
979
+ }
980
+ if (styleCommandsNeeded === StyleCommandsNeeded.ALL_TRANSLUCENT) {
981
+ commandList[i] = translucentCommand;
982
+ }
983
+ if (styleCommandsNeeded === StyleCommandsNeeded.OPAQUE_AND_TRANSLUCENT) {
984
+ // PERFORMANCE_IDEA: if the tile has multiple commands, we do not know what features are in what
985
+ // commands so this case may be overkill.
986
+ commandList[i] = opaqueCommand;
987
+ commandList.push(translucentCommand);
988
+ }
989
+ } else {
990
+ // Command was originally translucent so no need to derive new commands;
991
+ // as of now, a style can't change an originally translucent feature to
992
+ // opaque since the style's alpha is modulated, not a replacement. When
993
+ // this changes, we need to derive new opaque commands here.
994
+ commandList[i] = originalCommand;
995
+ }
996
+ }
997
+ };
998
+
999
+ function getStyleCommandsNeeded(batchTable) {
1000
+ const translucentFeaturesLength =
1001
+ batchTable._batchTexture.translucentFeaturesLength;
1002
+
1003
+ if (translucentFeaturesLength === 0) {
1004
+ return StyleCommandsNeeded.ALL_OPAQUE;
1005
+ } else if (translucentFeaturesLength === batchTable.featuresLength) {
1006
+ return StyleCommandsNeeded.ALL_TRANSLUCENT;
1007
+ }
1008
+
1009
+ return StyleCommandsNeeded.OPAQUE_AND_TRANSLUCENT;
1010
+ }
1011
+
1012
+ function deriveCommand(command) {
1013
+ const derivedCommand = DrawCommand.shallowClone(command);
1014
+
1015
+ // Add a uniform to indicate if the original command was translucent so
1016
+ // the shader knows not to cull vertices that were originally transparent
1017
+ // even though their style is opaque.
1018
+ const translucentCommand = derivedCommand.pass === Pass.TRANSLUCENT;
1019
+
1020
+ derivedCommand.uniformMap = defined(derivedCommand.uniformMap)
1021
+ ? derivedCommand.uniformMap
1022
+ : {};
1023
+ derivedCommand.uniformMap.tile_translucentCommand = function () {
1024
+ return translucentCommand;
1025
+ };
1026
+
1027
+ return derivedCommand;
1028
+ }
1029
+
1030
+ function deriveTranslucentCommand(command) {
1031
+ const derivedCommand = DrawCommand.shallowClone(command);
1032
+ derivedCommand.pass = Pass.TRANSLUCENT;
1033
+ derivedCommand.renderState = getTranslucentRenderState(command.renderState);
1034
+ return derivedCommand;
1035
+ }
1036
+
1037
+ function deriveOpaqueCommand(command) {
1038
+ const derivedCommand = DrawCommand.shallowClone(command);
1039
+ derivedCommand.renderState = getOpaqueRenderState(command.renderState);
1040
+ return derivedCommand;
1041
+ }
1042
+
1043
+ function getLogDepthPolygonOffsetFragmentShaderProgram(context, shaderProgram) {
1044
+ let shader = context.shaderCache.getDerivedShaderProgram(
1045
+ shaderProgram,
1046
+ "zBackfaceLogDepth"
1047
+ );
1048
+ if (!defined(shader)) {
1049
+ const fs = shaderProgram.fragmentShaderSource.clone();
1050
+ fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
1051
+ fs.defines.push("POLYGON_OFFSET");
1052
+
1053
+ fs.sources.unshift(
1054
+ "#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives : enable\n#endif\n"
1055
+ );
1056
+ shader = context.shaderCache.createDerivedShaderProgram(
1057
+ shaderProgram,
1058
+ "zBackfaceLogDepth",
1059
+ {
1060
+ vertexShaderSource: shaderProgram.vertexShaderSource,
1061
+ fragmentShaderSource: fs,
1062
+ attributeLocations: shaderProgram._attributeLocations,
1063
+ }
1064
+ );
1065
+ }
1066
+
1067
+ return shader;
1068
+ }
1069
+
1070
+ function deriveZBackfaceCommand(context, command) {
1071
+ // Write just backface depth of unresolved tiles so resolved stenciled tiles do not appear in front
1072
+ const derivedCommand = DrawCommand.shallowClone(command);
1073
+ const rs = clone(derivedCommand.renderState, true);
1074
+ rs.cull.enabled = true;
1075
+ rs.cull.face = CullFace.FRONT;
1076
+ // Back faces do not need to write color.
1077
+ rs.colorMask = {
1078
+ red: false,
1079
+ green: false,
1080
+ blue: false,
1081
+ alpha: false,
1082
+ };
1083
+ // Push back face depth away from the camera so it is less likely that back faces and front faces of the same tile
1084
+ // intersect and overlap. This helps avoid flickering for very thin double-sided walls.
1085
+ rs.polygonOffset = {
1086
+ enabled: true,
1087
+ factor: 5.0,
1088
+ units: 5.0,
1089
+ };
1090
+ // Set the 3D Tiles bit
1091
+ rs.stencilTest = StencilConstants.setCesium3DTileBit();
1092
+ rs.stencilMask = StencilConstants.CESIUM_3D_TILE_MASK;
1093
+
1094
+ derivedCommand.renderState = RenderState.fromCache(rs);
1095
+ derivedCommand.castShadows = false;
1096
+ derivedCommand.receiveShadows = false;
1097
+ derivedCommand.uniformMap = clone(command.uniformMap);
1098
+
1099
+ const polygonOffset = new Cartesian2(5.0, 5.0);
1100
+ derivedCommand.uniformMap.u_polygonOffset = function () {
1101
+ return polygonOffset;
1102
+ };
1103
+
1104
+ // Make the log depth depth fragment write account for the polygon offset, too.
1105
+ // Otherwise, the back face commands will cause the higher resolution
1106
+ // tiles to disappear.
1107
+ derivedCommand.shaderProgram = getLogDepthPolygonOffsetFragmentShaderProgram(
1108
+ context,
1109
+ command.shaderProgram
1110
+ );
1111
+ return derivedCommand;
1112
+ }
1113
+
1114
+ function deriveStencilCommand(command, reference) {
1115
+ // Tiles only draw if their selection depth is >= the tile drawn already. They write their
1116
+ // selection depth to the stencil buffer to prevent ancestor tiles from drawing on top
1117
+ const derivedCommand = DrawCommand.shallowClone(command);
1118
+ const rs = clone(derivedCommand.renderState, true);
1119
+ // Stencil test is masked to the most significant 3 bits so the reference is shifted. Writes 0 for the terrain bit
1120
+ rs.stencilTest.enabled = true;
1121
+ rs.stencilTest.mask = StencilConstants.SKIP_LOD_MASK;
1122
+ rs.stencilTest.reference =
1123
+ StencilConstants.CESIUM_3D_TILE_MASK |
1124
+ (reference << StencilConstants.SKIP_LOD_BIT_SHIFT);
1125
+ rs.stencilTest.frontFunction = StencilFunction.GREATER_OR_EQUAL;
1126
+ rs.stencilTest.frontOperation.zPass = StencilOperation.REPLACE;
1127
+ rs.stencilTest.backFunction = StencilFunction.GREATER_OR_EQUAL;
1128
+ rs.stencilTest.backOperation.zPass = StencilOperation.REPLACE;
1129
+ rs.stencilMask =
1130
+ StencilConstants.CESIUM_3D_TILE_MASK | StencilConstants.SKIP_LOD_MASK;
1131
+ derivedCommand.renderState = RenderState.fromCache(rs);
1132
+ return derivedCommand;
1133
+ }
1134
+
1135
+ function getLastSelectionDepth(stencilCommand) {
1136
+ // Isolate the selection depth from the stencil reference.
1137
+ const reference = stencilCommand.renderState.stencilTest.reference;
1138
+ return (
1139
+ (reference & StencilConstants.SKIP_LOD_MASK) >>>
1140
+ StencilConstants.SKIP_LOD_BIT_SHIFT
1141
+ );
1142
+ }
1143
+
1144
+ function getTranslucentRenderState(renderState) {
1145
+ const rs = clone(renderState, true);
1146
+ rs.cull.enabled = false;
1147
+ rs.depthTest.enabled = true;
1148
+ rs.depthMask = false;
1149
+ rs.blending = BlendingState.ALPHA_BLEND;
1150
+ rs.stencilTest = StencilConstants.setCesium3DTileBit();
1151
+ rs.stencilMask = StencilConstants.CESIUM_3D_TILE_MASK;
1152
+
1153
+ return RenderState.fromCache(rs);
1154
+ }
1155
+
1156
+ function getOpaqueRenderState(renderState) {
1157
+ const rs = clone(renderState, true);
1158
+ rs.stencilTest = StencilConstants.setCesium3DTileBit();
1159
+ rs.stencilMask = StencilConstants.CESIUM_3D_TILE_MASK;
1160
+
1161
+ return RenderState.fromCache(rs);
1162
+ }
1163
+
1164
+ Cesium3DTileBatchTable.prototype.update = function (tileset, frameState) {
1165
+ this._batchTexture.update(tileset, frameState);
1166
+ };
1167
+
1168
+ Cesium3DTileBatchTable.prototype.isDestroyed = function () {
1169
+ return false;
1170
+ };
1171
+
1172
+ Cesium3DTileBatchTable.prototype.destroy = function () {
1173
+ this._batchTexture = this._batchTexture && this._batchTexture.destroy();
1174
+ return destroyObject(this);
1175
+ };
1176
+ export default Cesium3DTileBatchTable;