@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 +1,4498 @@
1
+ import BoundingRectangle from "../Core/BoundingRectangle.js";
2
+ import BoundingSphere from "../Core/BoundingSphere.js";
3
+ import BoxGeometry from "../Core/BoxGeometry.js";
4
+ import Cartesian3 from "../Core/Cartesian3.js";
5
+ import Cartographic from "../Core/Cartographic.js";
6
+ import clone from "../Core/clone.js";
7
+ import Color from "../Core/Color.js";
8
+ import ColorGeometryInstanceAttribute from "../Core/ColorGeometryInstanceAttribute.js";
9
+ import createGuid from "../Core/createGuid.js";
10
+ import CullingVolume from "../Core/CullingVolume.js";
11
+ import defaultValue from "../Core/defaultValue.js";
12
+ import defined from "../Core/defined.js";
13
+ import destroyObject from "../Core/destroyObject.js";
14
+ import DeveloperError from "../Core/DeveloperError.js";
15
+ import EllipsoidGeometry from "../Core/EllipsoidGeometry.js";
16
+ import Event from "../Core/Event.js";
17
+ import GeographicProjection from "../Core/GeographicProjection.js";
18
+ import GeometryInstance from "../Core/GeometryInstance.js";
19
+ import GeometryPipeline from "../Core/GeometryPipeline.js";
20
+ import Intersect from "../Core/Intersect.js";
21
+ import JulianDate from "../Core/JulianDate.js";
22
+ import CesiumMath from "../Core/Math.js";
23
+ import Matrix4 from "../Core/Matrix4.js";
24
+ import mergeSort from "../Core/mergeSort.js";
25
+ import Occluder from "../Core/Occluder.js";
26
+ import OrthographicFrustum from "../Core/OrthographicFrustum.js";
27
+ import OrthographicOffCenterFrustum from "../Core/OrthographicOffCenterFrustum.js";
28
+ import PerspectiveFrustum from "../Core/PerspectiveFrustum.js";
29
+ import PerspectiveOffCenterFrustum from "../Core/PerspectiveOffCenterFrustum.js";
30
+ import RequestScheduler from "../Core/RequestScheduler.js";
31
+ import TaskProcessor from "../Core/TaskProcessor.js";
32
+ import Transforms from "../Core/Transforms.js";
33
+ import ClearCommand from "../Renderer/ClearCommand.js";
34
+ import ComputeEngine from "../Renderer/ComputeEngine.js";
35
+ import Context from "../Renderer/Context.js";
36
+ import ContextLimits from "../Renderer/ContextLimits.js";
37
+ import Pass from "../Renderer/Pass.js";
38
+ import RenderState from "../Renderer/RenderState.js";
39
+ import BrdfLutGenerator from "./BrdfLutGenerator.js";
40
+ import Camera from "./Camera.js";
41
+ import Cesium3DTilePass from "./Cesium3DTilePass.js";
42
+ import Cesium3DTilePassState from "./Cesium3DTilePassState.js";
43
+ import CreditDisplay from "./CreditDisplay.js";
44
+ import DebugCameraPrimitive from "./DebugCameraPrimitive.js";
45
+ import DepthPlane from "./DepthPlane.js";
46
+ import DerivedCommand from "./DerivedCommand.js";
47
+ import DeviceOrientationCameraController from "./DeviceOrientationCameraController.js";
48
+ import Fog from "./Fog.js";
49
+ import FrameState from "./FrameState.js";
50
+ import GlobeTranslucencyState from "./GlobeTranslucencyState.js";
51
+ import InvertClassification from "./InvertClassification.js";
52
+ import JobScheduler from "./JobScheduler.js";
53
+ import MapMode2D from "./MapMode2D.js";
54
+ import OctahedralProjectedCubeMap from "./OctahedralProjectedCubeMap.js";
55
+ import PerformanceDisplay from "./PerformanceDisplay.js";
56
+ import PerInstanceColorAppearance from "./PerInstanceColorAppearance.js";
57
+ import Picking from "./Picking.js";
58
+ import PostProcessStageCollection from "./PostProcessStageCollection.js";
59
+ import Primitive from "./Primitive.js";
60
+ import PrimitiveCollection from "./PrimitiveCollection.js";
61
+ import SceneMode from "./SceneMode.js";
62
+ import SceneTransforms from "./SceneTransforms.js";
63
+ import SceneTransitioner from "./SceneTransitioner.js";
64
+ import ScreenSpaceCameraController from "./ScreenSpaceCameraController.js";
65
+ import ShadowMap from "./ShadowMap.js";
66
+ import StencilConstants from "./StencilConstants.js";
67
+ import SunLight from "./SunLight.js";
68
+ import SunPostProcess from "./SunPostProcess.js";
69
+ import TweenCollection from "./TweenCollection.js";
70
+ import View from "./View.js";
71
+ import DebugInspector from "./DebugInspector.js";
72
+
73
+ const requestRenderAfterFrame = function (scene) {
74
+ return function () {
75
+ scene.frameState.afterRender.push(function () {
76
+ scene.requestRender();
77
+ });
78
+ };
79
+ };
80
+
81
+ /**
82
+ * The container for all 3D graphical objects and state in a Cesium virtual scene. Generally,
83
+ * a scene is not created directly; instead, it is implicitly created by {@link CesiumWidget}.
84
+ * <p>
85
+ * <em><code>contextOptions</code> parameter details:</em>
86
+ * </p>
87
+ * <p>
88
+ * The default values are:
89
+ * <code>
90
+ * {
91
+ * webgl : {
92
+ * alpha : false,
93
+ * depth : true,
94
+ * stencil : false,
95
+ * antialias : true,
96
+ * powerPreference: 'high-performance',
97
+ * premultipliedAlpha : true,
98
+ * preserveDrawingBuffer : false,
99
+ * failIfMajorPerformanceCaveat : false
100
+ * },
101
+ * allowTextureFilterAnisotropic : true
102
+ * }
103
+ * </code>
104
+ * </p>
105
+ * <p>
106
+ * The <code>webgl</code> property corresponds to the {@link http://www.khronos.org/registry/webgl/specs/latest/#5.2|WebGLContextAttributes}
107
+ * object used to create the WebGL context.
108
+ * </p>
109
+ * <p>
110
+ * <code>webgl.alpha</code> defaults to false, which can improve performance compared to the standard WebGL default
111
+ * of true. If an application needs to composite Cesium above other HTML elements using alpha-blending, set
112
+ * <code>webgl.alpha</code> to true.
113
+ * </p>
114
+ * <p>
115
+ * The other <code>webgl</code> properties match the WebGL defaults for {@link http://www.khronos.org/registry/webgl/specs/latest/#5.2|WebGLContextAttributes}.
116
+ * </p>
117
+ * <p>
118
+ * <code>allowTextureFilterAnisotropic</code> defaults to true, which enables anisotropic texture filtering when the
119
+ * WebGL extension is supported. Setting this to false will improve performance, but hurt visual quality, especially for horizon views.
120
+ * </p>
121
+ *
122
+ * @alias Scene
123
+ * @constructor
124
+ *
125
+ * @param {Object} options Object with the following properties:
126
+ * @param {HTMLCanvasElement} options.canvas The HTML canvas element to create the scene for.
127
+ * @param {Object} [options.contextOptions] Context and WebGL creation properties. See details above.
128
+ * @param {Element} [options.creditContainer] The HTML element in which the credits will be displayed.
129
+ * @param {Element} [options.creditViewport] The HTML element in which to display the credit popup. If not specified, the viewport will be a added as a sibling of the canvas.
130
+ * @param {MapProjection} [options.mapProjection=new GeographicProjection()] The map projection to use in 2D and Columbus View modes.
131
+ * @param {Boolean} [options.orderIndependentTranslucency=true] If true and the configuration supports it, use order independent translucency.
132
+ * @param {Boolean} [options.scene3DOnly=false] If true, optimizes memory use and performance for 3D mode but disables the ability to use 2D or Columbus View.
133
+ * @param {Boolean} [options.shadows=false] Determines if shadows are cast by light sources.
134
+ * @param {MapMode2D} [options.mapMode2D=MapMode2D.INFINITE_SCROLL] Determines if the 2D map is rotatable or can be scrolled infinitely in the horizontal direction.
135
+ * @param {Boolean} [options.requestRenderMode=false] If true, rendering a frame will only occur when needed as determined by changes within the scene. Enabling improves performance of the application, but requires using {@link Scene#requestRender} to render a new frame explicitly in this mode. This will be necessary in many cases after making changes to the scene in other parts of the API. See {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}.
136
+ * @param {Number} [options.maximumRenderTimeChange=0.0] If requestRenderMode is true, this value defines the maximum change in simulation time allowed before a render is requested. See {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}.
137
+ * @param {Number} [depthPlaneEllipsoidOffset=0.0] Adjust the DepthPlane to address rendering artefacts below ellipsoid zero elevation.
138
+ * @param {Number} [options.msaaSamples=1] If provided, this value controls the rate of multisample antialiasing. Typical multisampling rates are 2, 4, and sometimes 8 samples per pixel. Higher sampling rates of MSAA may impact performance in exchange for improved visual quality. This value only applies to WebGL2 contexts that support multisample render targets.
139
+ *
140
+ * @see CesiumWidget
141
+ * @see {@link http://www.khronos.org/registry/webgl/specs/latest/#5.2|WebGLContextAttributes}
142
+ *
143
+ * @exception {DeveloperError} options and options.canvas are required.
144
+ *
145
+ * @example
146
+ * // Create scene without anisotropic texture filtering
147
+ * const scene = new Cesium.Scene({
148
+ * canvas : canvas,
149
+ * contextOptions : {
150
+ * allowTextureFilterAnisotropic : false
151
+ * }
152
+ * });
153
+ */
154
+ function Scene(options) {
155
+ options = defaultValue(options, defaultValue.EMPTY_OBJECT);
156
+ const canvas = options.canvas;
157
+ let creditContainer = options.creditContainer;
158
+ let creditViewport = options.creditViewport;
159
+
160
+ let contextOptions = clone(options.contextOptions);
161
+ if (!defined(contextOptions)) {
162
+ contextOptions = {};
163
+ }
164
+ if (!defined(contextOptions.webgl)) {
165
+ contextOptions.webgl = {};
166
+ }
167
+ contextOptions.webgl.powerPreference = defaultValue(
168
+ contextOptions.webgl.powerPreference,
169
+ "high-performance"
170
+ );
171
+
172
+ //>>includeStart('debug', pragmas.debug);
173
+ if (!defined(canvas)) {
174
+ throw new DeveloperError("options and options.canvas are required.");
175
+ }
176
+ //>>includeEnd('debug');
177
+ const hasCreditContainer = defined(creditContainer);
178
+ const context = new Context(canvas, contextOptions);
179
+ if (!hasCreditContainer) {
180
+ creditContainer = document.createElement("div");
181
+ creditContainer.style.position = "absolute";
182
+ creditContainer.style.bottom = "0";
183
+ creditContainer.style["text-shadow"] = "0 0 2px #000000";
184
+ creditContainer.style.color = "#ffffff";
185
+ creditContainer.style["font-size"] = "10px";
186
+ creditContainer.style["padding-right"] = "5px";
187
+ canvas.parentNode.appendChild(creditContainer);
188
+ }
189
+ if (!defined(creditViewport)) {
190
+ creditViewport = canvas.parentNode;
191
+ }
192
+
193
+ this._id = createGuid();
194
+ this._jobScheduler = new JobScheduler();
195
+ this._frameState = new FrameState(
196
+ context,
197
+ new CreditDisplay(creditContainer, " • ", creditViewport),
198
+ this._jobScheduler
199
+ );
200
+ this._frameState.scene3DOnly = defaultValue(options.scene3DOnly, false);
201
+ this._removeCreditContainer = !hasCreditContainer;
202
+ this._creditContainer = creditContainer;
203
+
204
+ this._canvas = canvas;
205
+ this._context = context;
206
+ this._computeEngine = new ComputeEngine(context);
207
+ this._globe = undefined;
208
+ this._globeTranslucencyState = new GlobeTranslucencyState();
209
+ this._primitives = new PrimitiveCollection();
210
+ this._groundPrimitives = new PrimitiveCollection();
211
+
212
+ this._globeHeight = undefined;
213
+ this._cameraUnderground = false;
214
+
215
+ this._logDepthBuffer = context.fragmentDepth;
216
+ this._logDepthBufferDirty = true;
217
+
218
+ this._tweens = new TweenCollection();
219
+
220
+ this._shaderFrameCount = 0;
221
+
222
+ this._sunPostProcess = undefined;
223
+
224
+ this._computeCommandList = [];
225
+ this._overlayCommandList = [];
226
+
227
+ this._useOIT = defaultValue(options.orderIndependentTranslucency, true);
228
+ this._executeOITFunction = undefined;
229
+
230
+ this._depthPlane = new DepthPlane(options.depthPlaneEllipsoidOffset);
231
+
232
+ this._clearColorCommand = new ClearCommand({
233
+ color: new Color(),
234
+ stencil: 0,
235
+ owner: this,
236
+ });
237
+ this._depthClearCommand = new ClearCommand({
238
+ depth: 1.0,
239
+ owner: this,
240
+ });
241
+ this._stencilClearCommand = new ClearCommand({
242
+ stencil: 0,
243
+ });
244
+ this._classificationStencilClearCommand = new ClearCommand({
245
+ stencil: 0,
246
+ renderState: RenderState.fromCache({
247
+ stencilMask: StencilConstants.CLASSIFICATION_MASK,
248
+ }),
249
+ });
250
+
251
+ this._depthOnlyRenderStateCache = {};
252
+
253
+ this._transitioner = new SceneTransitioner(this);
254
+
255
+ this._preUpdate = new Event();
256
+ this._postUpdate = new Event();
257
+
258
+ this._renderError = new Event();
259
+ this._preRender = new Event();
260
+ this._postRender = new Event();
261
+
262
+ this._minimumDisableDepthTestDistance = 0.0;
263
+ this._debugInspector = new DebugInspector();
264
+
265
+ this._msaaSamples = defaultValue(options.msaaSamples, 1);
266
+
267
+ /**
268
+ * Exceptions occurring in <code>render</code> are always caught in order to raise the
269
+ * <code>renderError</code> event. If this property is true, the error is rethrown
270
+ * after the event is raised. If this property is false, the <code>render</code> function
271
+ * returns normally after raising the event.
272
+ *
273
+ * @type {Boolean}
274
+ * @default false
275
+ */
276
+ this.rethrowRenderErrors = false;
277
+
278
+ /**
279
+ * Determines whether or not to instantly complete the
280
+ * scene transition animation on user input.
281
+ *
282
+ * @type {Boolean}
283
+ * @default true
284
+ */
285
+ this.completeMorphOnUserInput = true;
286
+
287
+ /**
288
+ * The event fired at the beginning of a scene transition.
289
+ * @type {Event}
290
+ * @default Event()
291
+ */
292
+ this.morphStart = new Event();
293
+
294
+ /**
295
+ * The event fired at the completion of a scene transition.
296
+ * @type {Event}
297
+ * @default Event()
298
+ */
299
+ this.morphComplete = new Event();
300
+
301
+ /**
302
+ * The {@link SkyBox} used to draw the stars.
303
+ *
304
+ * @type {SkyBox}
305
+ * @default undefined
306
+ *
307
+ * @see Scene#backgroundColor
308
+ */
309
+ this.skyBox = undefined;
310
+
311
+ /**
312
+ * The sky atmosphere drawn around the globe.
313
+ *
314
+ * @type {SkyAtmosphere}
315
+ * @default undefined
316
+ */
317
+ this.skyAtmosphere = undefined;
318
+
319
+ /**
320
+ * The {@link Sun}.
321
+ *
322
+ * @type {Sun}
323
+ * @default undefined
324
+ */
325
+ this.sun = undefined;
326
+
327
+ /**
328
+ * Uses a bloom filter on the sun when enabled.
329
+ *
330
+ * @type {Boolean}
331
+ * @default true
332
+ */
333
+ this.sunBloom = true;
334
+ this._sunBloom = undefined;
335
+
336
+ /**
337
+ * The {@link Moon}
338
+ *
339
+ * @type Moon
340
+ * @default undefined
341
+ */
342
+ this.moon = undefined;
343
+
344
+ /**
345
+ * The background color, which is only visible if there is no sky box, i.e., {@link Scene#skyBox} is undefined.
346
+ *
347
+ * @type {Color}
348
+ * @default {@link Color.BLACK}
349
+ *
350
+ * @see Scene#skyBox
351
+ */
352
+ this.backgroundColor = Color.clone(Color.BLACK);
353
+
354
+ this._mode = SceneMode.SCENE3D;
355
+
356
+ this._mapProjection = defined(options.mapProjection)
357
+ ? options.mapProjection
358
+ : new GeographicProjection();
359
+
360
+ /**
361
+ * The current morph transition time between 2D/Columbus View and 3D,
362
+ * with 0.0 being 2D or Columbus View and 1.0 being 3D.
363
+ *
364
+ * @type {Number}
365
+ * @default 1.0
366
+ */
367
+ this.morphTime = 1.0;
368
+
369
+ /**
370
+ * The far-to-near ratio of the multi-frustum when using a normal depth buffer.
371
+ * <p>
372
+ * This value is used to create the near and far values for each frustum of the multi-frustum. It is only used
373
+ * when {@link Scene#logarithmicDepthBuffer} is <code>false</code>. When <code>logarithmicDepthBuffer</code> is
374
+ * <code>true</code>, use {@link Scene#logarithmicDepthFarToNearRatio}.
375
+ * </p>
376
+ *
377
+ * @type {Number}
378
+ * @default 1000.0
379
+ */
380
+ this.farToNearRatio = 1000.0;
381
+
382
+ /**
383
+ * The far-to-near ratio of the multi-frustum when using a logarithmic depth buffer.
384
+ * <p>
385
+ * This value is used to create the near and far values for each frustum of the multi-frustum. It is only used
386
+ * when {@link Scene#logarithmicDepthBuffer} is <code>true</code>. When <code>logarithmicDepthBuffer</code> is
387
+ * <code>false</code>, use {@link Scene#farToNearRatio}.
388
+ * </p>
389
+ *
390
+ * @type {Number}
391
+ * @default 1e9
392
+ */
393
+ this.logarithmicDepthFarToNearRatio = 1e9;
394
+
395
+ /**
396
+ * Determines the uniform depth size in meters of each frustum of the multifrustum in 2D. If a primitive or model close
397
+ * to the surface shows z-fighting, decreasing this will eliminate the artifact, but decrease performance. On the
398
+ * other hand, increasing this will increase performance but may cause z-fighting among primitives close to the surface.
399
+ *
400
+ * @type {Number}
401
+ * @default 1.75e6
402
+ */
403
+ this.nearToFarDistance2D = 1.75e6;
404
+
405
+ /**
406
+ * This property is for debugging only; it is not for production use.
407
+ * <p>
408
+ * A function that determines what commands are executed. As shown in the examples below,
409
+ * the function receives the command's <code>owner</code> as an argument, and returns a boolean indicating if the
410
+ * command should be executed.
411
+ * </p>
412
+ * <p>
413
+ * The default is <code>undefined</code>, indicating that all commands are executed.
414
+ * </p>
415
+ *
416
+ * @type Function
417
+ *
418
+ * @default undefined
419
+ *
420
+ * @example
421
+ * // Do not execute any commands.
422
+ * scene.debugCommandFilter = function(command) {
423
+ * return false;
424
+ * };
425
+ *
426
+ * // Execute only the billboard's commands. That is, only draw the billboard.
427
+ * const billboards = new Cesium.BillboardCollection();
428
+ * scene.debugCommandFilter = function(command) {
429
+ * return command.owner === billboards;
430
+ * };
431
+ */
432
+ this.debugCommandFilter = undefined;
433
+
434
+ /**
435
+ * This property is for debugging only; it is not for production use.
436
+ * <p>
437
+ * When <code>true</code>, commands are randomly shaded. This is useful
438
+ * for performance analysis to see what parts of a scene or model are
439
+ * command-dense and could benefit from batching.
440
+ * </p>
441
+ *
442
+ * @type Boolean
443
+ *
444
+ * @default false
445
+ */
446
+ this.debugShowCommands = false;
447
+
448
+ /**
449
+ * This property is for debugging only; it is not for production use.
450
+ * <p>
451
+ * When <code>true</code>, commands are shaded based on the frustums they
452
+ * overlap. Commands in the closest frustum are tinted red, commands in
453
+ * the next closest are green, and commands in the farthest frustum are
454
+ * blue. If a command overlaps more than one frustum, the color components
455
+ * are combined, e.g., a command overlapping the first two frustums is tinted
456
+ * yellow.
457
+ * </p>
458
+ *
459
+ * @type Boolean
460
+ *
461
+ * @default false
462
+ */
463
+ this.debugShowFrustums = false;
464
+
465
+ /**
466
+ * This property is for debugging only; it is not for production use.
467
+ * <p>
468
+ * Displays frames per second and time between frames.
469
+ * </p>
470
+ *
471
+ * @type Boolean
472
+ *
473
+ * @default false
474
+ */
475
+ this.debugShowFramesPerSecond = false;
476
+
477
+ /**
478
+ * This property is for debugging only; it is not for production use.
479
+ * <p>
480
+ * Indicates which frustum will have depth information displayed.
481
+ * </p>
482
+ *
483
+ * @type Number
484
+ *
485
+ * @default 1
486
+ */
487
+ this.debugShowDepthFrustum = 1;
488
+
489
+ /**
490
+ * This property is for debugging only; it is not for production use.
491
+ * <p>
492
+ * When <code>true</code>, draws outlines to show the boundaries of the camera frustums
493
+ * </p>
494
+ *
495
+ * @type Boolean
496
+ *
497
+ * @default false
498
+ */
499
+ this.debugShowFrustumPlanes = false;
500
+ this._debugShowFrustumPlanes = false;
501
+ this._debugFrustumPlanes = undefined;
502
+
503
+ /**
504
+ * When <code>true</code>, enables picking using the depth buffer.
505
+ *
506
+ * @type Boolean
507
+ * @default true
508
+ */
509
+ this.useDepthPicking = true;
510
+
511
+ /**
512
+ * When <code>true</code>, enables picking translucent geometry using the depth buffer. Note that {@link Scene#useDepthPicking} must also be true for enabling this to work.
513
+ *
514
+ * <p>
515
+ * There is a decrease in performance when enabled. There are extra draw calls to write depth for
516
+ * translucent geometry.
517
+ * </p>
518
+ *
519
+ * @example
520
+ * // picking the position of a translucent primitive
521
+ * viewer.screenSpaceEventHandler.setInputAction(function onLeftClick(movement) {
522
+ * const pickedFeature = viewer.scene.pick(movement.position);
523
+ * if (!Cesium.defined(pickedFeature)) {
524
+ * // nothing picked
525
+ * return;
526
+ * }
527
+ * const worldPosition = viewer.scene.pickPosition(movement.position);
528
+ * }, Cesium.ScreenSpaceEventType.LEFT_CLICK);
529
+ *
530
+ * @type {Boolean}
531
+ * @default false
532
+ */
533
+ this.pickTranslucentDepth = false;
534
+
535
+ /**
536
+ * The time in milliseconds to wait before checking if the camera has not moved and fire the cameraMoveEnd event.
537
+ * @type {Number}
538
+ * @default 500.0
539
+ * @private
540
+ */
541
+ this.cameraEventWaitTime = 500.0;
542
+
543
+ /**
544
+ * Blends the atmosphere to geometry far from the camera for horizon views. Allows for additional
545
+ * performance improvements by rendering less geometry and dispatching less terrain requests.
546
+ * @type {Fog}
547
+ */
548
+ this.fog = new Fog();
549
+
550
+ this._shadowMapCamera = new Camera(this);
551
+
552
+ /**
553
+ * The shadow map for the scene's light source. When enabled, models, primitives, and the globe may cast and receive shadows.
554
+ * @type {ShadowMap}
555
+ */
556
+ this.shadowMap = new ShadowMap({
557
+ context: context,
558
+ lightCamera: this._shadowMapCamera,
559
+ enabled: defaultValue(options.shadows, false),
560
+ });
561
+
562
+ /**
563
+ * When <code>false</code>, 3D Tiles will render normally. When <code>true</code>, classified 3D Tile geometry will render normally and
564
+ * unclassified 3D Tile geometry will render with the color multiplied by {@link Scene#invertClassificationColor}.
565
+ * @type {Boolean}
566
+ * @default false
567
+ */
568
+ this.invertClassification = false;
569
+
570
+ /**
571
+ * The highlight color of unclassified 3D Tile geometry when {@link Scene#invertClassification} is <code>true</code>.
572
+ * <p>When the color's alpha is less than 1.0, the unclassified portions of the 3D Tiles will not blend correctly with the classified positions of the 3D Tiles.</p>
573
+ * <p>Also, when the color's alpha is less than 1.0, the WEBGL_depth_texture and EXT_frag_depth WebGL extensions must be supported.</p>
574
+ * @type {Color}
575
+ * @default Color.WHITE
576
+ */
577
+ this.invertClassificationColor = Color.clone(Color.WHITE);
578
+
579
+ this._actualInvertClassificationColor = Color.clone(
580
+ this._invertClassificationColor
581
+ );
582
+ this._invertClassification = new InvertClassification();
583
+
584
+ /**
585
+ * The focal length for use when with cardboard or WebVR.
586
+ * @type {Number}
587
+ */
588
+ this.focalLength = undefined;
589
+
590
+ /**
591
+ * The eye separation distance in meters for use with cardboard or WebVR.
592
+ * @type {Number}
593
+ */
594
+ this.eyeSeparation = undefined;
595
+
596
+ /**
597
+ * Post processing effects applied to the final render.
598
+ * @type {PostProcessStageCollection}
599
+ */
600
+ this.postProcessStages = new PostProcessStageCollection();
601
+
602
+ this._brdfLutGenerator = new BrdfLutGenerator();
603
+
604
+ this._performanceDisplay = undefined;
605
+ this._debugVolume = undefined;
606
+
607
+ this._screenSpaceCameraController = new ScreenSpaceCameraController(this);
608
+ this._cameraUnderground = false;
609
+ this._mapMode2D = defaultValue(options.mapMode2D, MapMode2D.INFINITE_SCROLL);
610
+
611
+ // Keeps track of the state of a frame. FrameState is the state across
612
+ // the primitives of the scene. This state is for internally keeping track
613
+ // of celestial and environment effects that need to be updated/rendered in
614
+ // a certain order as well as updating/tracking framebuffer usage.
615
+ this._environmentState = {
616
+ skyBoxCommand: undefined,
617
+ skyAtmosphereCommand: undefined,
618
+ sunDrawCommand: undefined,
619
+ sunComputeCommand: undefined,
620
+ moonCommand: undefined,
621
+
622
+ isSunVisible: false,
623
+ isMoonVisible: false,
624
+ isReadyForAtmosphere: false,
625
+ isSkyAtmosphereVisible: false,
626
+
627
+ clearGlobeDepth: false,
628
+ useDepthPlane: false,
629
+ renderTranslucentDepthForPick: false,
630
+
631
+ originalFramebuffer: undefined,
632
+ useGlobeDepthFramebuffer: false,
633
+ useOIT: false,
634
+ useInvertClassification: false,
635
+ usePostProcess: false,
636
+ usePostProcessSelected: false,
637
+ useWebVR: false,
638
+ };
639
+
640
+ this._useWebVR = false;
641
+ this._cameraVR = undefined;
642
+ this._aspectRatioVR = undefined;
643
+
644
+ /**
645
+ * When <code>true</code>, rendering a frame will only occur when needed as determined by changes within the scene.
646
+ * Enabling improves performance of the application, but requires using {@link Scene#requestRender}
647
+ * to render a new frame explicitly in this mode. This will be necessary in many cases after making changes
648
+ * to the scene in other parts of the API.
649
+ *
650
+ * @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
651
+ * @see Scene#maximumRenderTimeChange
652
+ * @see Scene#requestRender
653
+ *
654
+ * @type {Boolean}
655
+ * @default false
656
+ */
657
+ this.requestRenderMode = defaultValue(options.requestRenderMode, false);
658
+ this._renderRequested = true;
659
+
660
+ /**
661
+ * If {@link Scene#requestRenderMode} is <code>true</code>, this value defines the maximum change in
662
+ * simulation time allowed before a render is requested. Lower values increase the number of frames rendered
663
+ * and higher values decrease the number of frames rendered. If <code>undefined</code>, changes to
664
+ * the simulation time will never request a render.
665
+ * This value impacts the rate of rendering for changes in the scene like lighting, entity property updates,
666
+ * and animations.
667
+ *
668
+ * @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
669
+ * @see Scene#requestRenderMode
670
+ *
671
+ * @type {Number}
672
+ * @default 0.0
673
+ */
674
+ this.maximumRenderTimeChange = defaultValue(
675
+ options.maximumRenderTimeChange,
676
+ 0.0
677
+ );
678
+ this._lastRenderTime = undefined;
679
+ this._frameRateMonitor = undefined;
680
+
681
+ this._removeRequestListenerCallback = RequestScheduler.requestCompletedEvent.addEventListener(
682
+ requestRenderAfterFrame(this)
683
+ );
684
+ this._removeTaskProcessorListenerCallback = TaskProcessor.taskCompletedEvent.addEventListener(
685
+ requestRenderAfterFrame(this)
686
+ );
687
+ this._removeGlobeCallbacks = [];
688
+
689
+ const viewport = new BoundingRectangle(
690
+ 0,
691
+ 0,
692
+ context.drawingBufferWidth,
693
+ context.drawingBufferHeight
694
+ );
695
+ const camera = new Camera(this);
696
+
697
+ if (this._logDepthBuffer) {
698
+ camera.frustum.near = 0.1;
699
+ camera.frustum.far = 10000000000.0;
700
+ }
701
+
702
+ /**
703
+ * The camera view for the scene camera flight destination. Used for preloading flight destination tiles.
704
+ * @type {Camera}
705
+ * @private
706
+ */
707
+ this.preloadFlightCamera = new Camera(this);
708
+
709
+ /**
710
+ * The culling volume for the scene camera flight destination. Used for preloading flight destination tiles.
711
+ * @type {CullingVolume}
712
+ * @private
713
+ */
714
+ this.preloadFlightCullingVolume = undefined;
715
+
716
+ this._picking = new Picking(this);
717
+ this._defaultView = new View(this, camera, viewport);
718
+ this._view = this._defaultView;
719
+
720
+ this._hdr = undefined;
721
+ this._hdrDirty = undefined;
722
+ this.highDynamicRange = false;
723
+ this.gamma = 2.2;
724
+
725
+ /**
726
+ * The spherical harmonic coefficients for image-based lighting of PBR models.
727
+ * @type {Cartesian3[]}
728
+ */
729
+ this.sphericalHarmonicCoefficients = undefined;
730
+
731
+ /**
732
+ * The url to the KTX2 file containing the specular environment map and convoluted mipmaps for image-based lighting of PBR models.
733
+ * @type {String}
734
+ */
735
+ this.specularEnvironmentMaps = undefined;
736
+ this._specularEnvironmentMapAtlas = undefined;
737
+
738
+ /**
739
+ * The light source for shading. Defaults to a directional light from the Sun.
740
+ * @type {Light}
741
+ */
742
+ this.light = new SunLight();
743
+
744
+ // Give frameState, camera, and screen space camera controller initial state before rendering
745
+ updateFrameNumber(this, 0.0, JulianDate.now());
746
+ this.updateFrameState();
747
+ this.initializeFrame();
748
+ }
749
+
750
+ function updateGlobeListeners(scene, globe) {
751
+ for (let i = 0; i < scene._removeGlobeCallbacks.length; ++i) {
752
+ scene._removeGlobeCallbacks[i]();
753
+ }
754
+ scene._removeGlobeCallbacks.length = 0;
755
+
756
+ const removeGlobeCallbacks = [];
757
+ if (defined(globe)) {
758
+ removeGlobeCallbacks.push(
759
+ globe.imageryLayersUpdatedEvent.addEventListener(
760
+ requestRenderAfterFrame(scene)
761
+ )
762
+ );
763
+ removeGlobeCallbacks.push(
764
+ globe.terrainProviderChanged.addEventListener(
765
+ requestRenderAfterFrame(scene)
766
+ )
767
+ );
768
+ }
769
+ scene._removeGlobeCallbacks = removeGlobeCallbacks;
770
+ }
771
+
772
+ Object.defineProperties(Scene.prototype, {
773
+ /**
774
+ * Gets the canvas element to which this scene is bound.
775
+ * @memberof Scene.prototype
776
+ *
777
+ * @type {HTMLCanvasElement}
778
+ * @readonly
779
+ */
780
+ canvas: {
781
+ get: function () {
782
+ return this._canvas;
783
+ },
784
+ },
785
+
786
+ /**
787
+ * The drawingBufferHeight of the underlying GL context.
788
+ * @memberof Scene.prototype
789
+ *
790
+ * @type {Number}
791
+ * @readonly
792
+ *
793
+ * @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferHeight|drawingBufferHeight}
794
+ */
795
+ drawingBufferHeight: {
796
+ get: function () {
797
+ return this._context.drawingBufferHeight;
798
+ },
799
+ },
800
+
801
+ /**
802
+ * The drawingBufferHeight of the underlying GL context.
803
+ * @memberof Scene.prototype
804
+ *
805
+ * @type {Number}
806
+ * @readonly
807
+ *
808
+ * @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferHeight|drawingBufferHeight}
809
+ */
810
+ drawingBufferWidth: {
811
+ get: function () {
812
+ return this._context.drawingBufferWidth;
813
+ },
814
+ },
815
+
816
+ /**
817
+ * The maximum aliased line width, in pixels, supported by this WebGL implementation. It will be at least one.
818
+ * @memberof Scene.prototype
819
+ *
820
+ * @type {Number}
821
+ * @readonly
822
+ *
823
+ * @see {@link https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGet.xml|glGet} with <code>ALIASED_LINE_WIDTH_RANGE</code>.
824
+ */
825
+ maximumAliasedLineWidth: {
826
+ get: function () {
827
+ return ContextLimits.maximumAliasedLineWidth;
828
+ },
829
+ },
830
+
831
+ /**
832
+ * The maximum length in pixels of one edge of a cube map, supported by this WebGL implementation. It will be at least 16.
833
+ * @memberof Scene.prototype
834
+ *
835
+ * @type {Number}
836
+ * @readonly
837
+ *
838
+ * @see {@link https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGet.xml|glGet} with <code>GL_MAX_CUBE_MAP_TEXTURE_SIZE</code>.
839
+ */
840
+ maximumCubeMapSize: {
841
+ get: function () {
842
+ return ContextLimits.maximumCubeMapSize;
843
+ },
844
+ },
845
+
846
+ /**
847
+ * Returns <code>true</code> if the {@link Scene#pickPosition} function is supported.
848
+ * @memberof Scene.prototype
849
+ *
850
+ * @type {Boolean}
851
+ * @readonly
852
+ *
853
+ * @see Scene#pickPosition
854
+ */
855
+ pickPositionSupported: {
856
+ get: function () {
857
+ return this._context.depthTexture;
858
+ },
859
+ },
860
+
861
+ /**
862
+ * Returns <code>true</code> if the {@link Scene#sampleHeight} and {@link Scene#sampleHeightMostDetailed} functions are supported.
863
+ * @memberof Scene.prototype
864
+ *
865
+ * @type {Boolean}
866
+ * @readonly
867
+ *
868
+ * @see Scene#sampleHeight
869
+ * @see Scene#sampleHeightMostDetailed
870
+ */
871
+ sampleHeightSupported: {
872
+ get: function () {
873
+ return this._context.depthTexture;
874
+ },
875
+ },
876
+
877
+ /**
878
+ * Returns <code>true</code> if the {@link Scene#clampToHeight} and {@link Scene#clampToHeightMostDetailed} functions are supported.
879
+ * @memberof Scene.prototype
880
+ *
881
+ * @type {Boolean}
882
+ * @readonly
883
+ *
884
+ * @see Scene#clampToHeight
885
+ * @see Scene#clampToHeightMostDetailed
886
+ */
887
+ clampToHeightSupported: {
888
+ get: function () {
889
+ return this._context.depthTexture;
890
+ },
891
+ },
892
+
893
+ /**
894
+ * Returns <code>true</code> if the {@link Scene#invertClassification} is supported.
895
+ * @memberof Scene.prototype
896
+ *
897
+ * @type {Boolean}
898
+ * @readonly
899
+ *
900
+ * @see Scene#invertClassification
901
+ */
902
+ invertClassificationSupported: {
903
+ get: function () {
904
+ return this._context.depthTexture;
905
+ },
906
+ },
907
+
908
+ /**
909
+ * Returns <code>true</code> if specular environment maps are supported.
910
+ * @memberof Scene.prototype
911
+ *
912
+ * @type {Boolean}
913
+ * @readonly
914
+ *
915
+ * @see Scene#specularEnvironmentMaps
916
+ */
917
+ specularEnvironmentMapsSupported: {
918
+ get: function () {
919
+ return OctahedralProjectedCubeMap.isSupported(this._context);
920
+ },
921
+ },
922
+
923
+ /**
924
+ * Gets or sets the depth-test ellipsoid.
925
+ * @memberof Scene.prototype
926
+ *
927
+ * @type {Globe}
928
+ */
929
+ globe: {
930
+ get: function () {
931
+ return this._globe;
932
+ },
933
+
934
+ set: function (globe) {
935
+ this._globe = this._globe && this._globe.destroy();
936
+ this._globe = globe;
937
+
938
+ updateGlobeListeners(this, globe);
939
+ },
940
+ },
941
+
942
+ /**
943
+ * Gets the collection of primitives.
944
+ * @memberof Scene.prototype
945
+ *
946
+ * @type {PrimitiveCollection}
947
+ * @readonly
948
+ */
949
+ primitives: {
950
+ get: function () {
951
+ return this._primitives;
952
+ },
953
+ },
954
+
955
+ /**
956
+ * Gets the collection of ground primitives.
957
+ * @memberof Scene.prototype
958
+ *
959
+ * @type {PrimitiveCollection}
960
+ * @readonly
961
+ */
962
+ groundPrimitives: {
963
+ get: function () {
964
+ return this._groundPrimitives;
965
+ },
966
+ },
967
+
968
+ /**
969
+ * Gets or sets the camera.
970
+ * @memberof Scene.prototype
971
+ *
972
+ * @type {Camera}
973
+ * @readonly
974
+ */
975
+ camera: {
976
+ get: function () {
977
+ return this._view.camera;
978
+ },
979
+ set: function (camera) {
980
+ // For internal use only. Documentation is still @readonly.
981
+ this._view.camera = camera;
982
+ },
983
+ },
984
+
985
+ /**
986
+ * Gets or sets the view.
987
+ * @memberof Scene.prototype
988
+ *
989
+ * @type {View}
990
+ * @readonly
991
+ *
992
+ * @private
993
+ */
994
+ view: {
995
+ get: function () {
996
+ return this._view;
997
+ },
998
+ set: function (view) {
999
+ // For internal use only. Documentation is still @readonly.
1000
+ this._view = view;
1001
+ },
1002
+ },
1003
+
1004
+ /**
1005
+ * Gets the default view.
1006
+ * @memberof Scene.prototype
1007
+ *
1008
+ * @type {View}
1009
+ * @readonly
1010
+ *
1011
+ * @private
1012
+ */
1013
+ defaultView: {
1014
+ get: function () {
1015
+ return this._defaultView;
1016
+ },
1017
+ },
1018
+
1019
+ /**
1020
+ * Gets picking functions and state
1021
+ * @memberof Scene.prototype
1022
+ *
1023
+ * @type {Picking}
1024
+ * @readonly
1025
+ *
1026
+ * @private
1027
+ */
1028
+ picking: {
1029
+ get: function () {
1030
+ return this._picking;
1031
+ },
1032
+ },
1033
+
1034
+ /**
1035
+ * Gets the controller for camera input handling.
1036
+ * @memberof Scene.prototype
1037
+ *
1038
+ * @type {ScreenSpaceCameraController}
1039
+ * @readonly
1040
+ */
1041
+ screenSpaceCameraController: {
1042
+ get: function () {
1043
+ return this._screenSpaceCameraController;
1044
+ },
1045
+ },
1046
+
1047
+ /**
1048
+ * Get the map projection to use in 2D and Columbus View modes.
1049
+ * @memberof Scene.prototype
1050
+ *
1051
+ * @type {MapProjection}
1052
+ * @readonly
1053
+ *
1054
+ * @default new GeographicProjection()
1055
+ */
1056
+ mapProjection: {
1057
+ get: function () {
1058
+ return this._mapProjection;
1059
+ },
1060
+ },
1061
+
1062
+ /**
1063
+ * Gets the job scheduler
1064
+ * @memberof Scene.prototype
1065
+ * @type {JobScheduler}
1066
+ * @readonly
1067
+ *
1068
+ * @private
1069
+ */
1070
+ jobScheduler: {
1071
+ get: function () {
1072
+ return this._jobScheduler;
1073
+ },
1074
+ },
1075
+
1076
+ /**
1077
+ * Gets state information about the current scene. If called outside of a primitive's <code>update</code>
1078
+ * function, the previous frame's state is returned.
1079
+ * @memberof Scene.prototype
1080
+ *
1081
+ * @type {FrameState}
1082
+ * @readonly
1083
+ *
1084
+ * @private
1085
+ */
1086
+ frameState: {
1087
+ get: function () {
1088
+ return this._frameState;
1089
+ },
1090
+ },
1091
+
1092
+ /**
1093
+ * Gets the environment state.
1094
+ * @memberof Scene.prototype
1095
+ *
1096
+ * @type {EnvironmentState}
1097
+ * @readonly
1098
+ *
1099
+ * @private
1100
+ */
1101
+ environmentState: {
1102
+ get: function () {
1103
+ return this._environmentState;
1104
+ },
1105
+ },
1106
+
1107
+ /**
1108
+ * Gets the collection of tweens taking place in the scene.
1109
+ * @memberof Scene.prototype
1110
+ *
1111
+ * @type {TweenCollection}
1112
+ * @readonly
1113
+ *
1114
+ * @private
1115
+ */
1116
+ tweens: {
1117
+ get: function () {
1118
+ return this._tweens;
1119
+ },
1120
+ },
1121
+
1122
+ /**
1123
+ * Gets the collection of image layers that will be rendered on the globe.
1124
+ * @memberof Scene.prototype
1125
+ *
1126
+ * @type {ImageryLayerCollection}
1127
+ * @readonly
1128
+ */
1129
+ imageryLayers: {
1130
+ get: function () {
1131
+ if (!defined(this.globe)) {
1132
+ return undefined;
1133
+ }
1134
+
1135
+ return this.globe.imageryLayers;
1136
+ },
1137
+ },
1138
+
1139
+ /**
1140
+ * The terrain provider providing surface geometry for the globe.
1141
+ * @memberof Scene.prototype
1142
+ *
1143
+ * @type {TerrainProvider}
1144
+ */
1145
+ terrainProvider: {
1146
+ get: function () {
1147
+ if (!defined(this.globe)) {
1148
+ return undefined;
1149
+ }
1150
+
1151
+ return this.globe.terrainProvider;
1152
+ },
1153
+ set: function (terrainProvider) {
1154
+ if (defined(this.globe)) {
1155
+ this.globe.terrainProvider = terrainProvider;
1156
+ }
1157
+ },
1158
+ },
1159
+
1160
+ /**
1161
+ * Gets an event that's raised when the terrain provider is changed
1162
+ * @memberof Scene.prototype
1163
+ *
1164
+ * @type {Event}
1165
+ * @readonly
1166
+ */
1167
+ terrainProviderChanged: {
1168
+ get: function () {
1169
+ if (!defined(this.globe)) {
1170
+ return undefined;
1171
+ }
1172
+
1173
+ return this.globe.terrainProviderChanged;
1174
+ },
1175
+ },
1176
+
1177
+ /**
1178
+ * Gets the event that will be raised before the scene is updated or rendered. Subscribers to the event
1179
+ * receive the Scene instance as the first parameter and the current time as the second parameter.
1180
+ * @memberof Scene.prototype
1181
+ *
1182
+ * @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
1183
+ * @see Scene#postUpdate
1184
+ * @see Scene#preRender
1185
+ * @see Scene#postRender
1186
+ *
1187
+ * @type {Event}
1188
+ * @readonly
1189
+ */
1190
+ preUpdate: {
1191
+ get: function () {
1192
+ return this._preUpdate;
1193
+ },
1194
+ },
1195
+
1196
+ /**
1197
+ * Gets the event that will be raised immediately after the scene is updated and before the scene is rendered.
1198
+ * Subscribers to the event receive the Scene instance as the first parameter and the current time as the second
1199
+ * parameter.
1200
+ * @memberof Scene.prototype
1201
+ *
1202
+ * @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
1203
+ * @see Scene#preUpdate
1204
+ * @see Scene#preRender
1205
+ * @see Scene#postRender
1206
+ *
1207
+ * @type {Event}
1208
+ * @readonly
1209
+ */
1210
+ postUpdate: {
1211
+ get: function () {
1212
+ return this._postUpdate;
1213
+ },
1214
+ },
1215
+
1216
+ /**
1217
+ * Gets the event that will be raised when an error is thrown inside the <code>render</code> function.
1218
+ * The Scene instance and the thrown error are the only two parameters passed to the event handler.
1219
+ * By default, errors are not rethrown after this event is raised, but that can be changed by setting
1220
+ * the <code>rethrowRenderErrors</code> property.
1221
+ * @memberof Scene.prototype
1222
+ *
1223
+ * @type {Event}
1224
+ * @readonly
1225
+ */
1226
+ renderError: {
1227
+ get: function () {
1228
+ return this._renderError;
1229
+ },
1230
+ },
1231
+
1232
+ /**
1233
+ * Gets the event that will be raised after the scene is updated and immediately before the scene is rendered.
1234
+ * Subscribers to the event receive the Scene instance as the first parameter and the current time as the second
1235
+ * parameter.
1236
+ * @memberof Scene.prototype
1237
+ *
1238
+ * @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
1239
+ * @see Scene#preUpdate
1240
+ * @see Scene#postUpdate
1241
+ * @see Scene#postRender
1242
+ *
1243
+ * @type {Event}
1244
+ * @readonly
1245
+ */
1246
+ preRender: {
1247
+ get: function () {
1248
+ return this._preRender;
1249
+ },
1250
+ },
1251
+
1252
+ /**
1253
+ * Gets the event that will be raised immediately after the scene is rendered. Subscribers to the event
1254
+ * receive the Scene instance as the first parameter and the current time as the second parameter.
1255
+ * @memberof Scene.prototype
1256
+ *
1257
+ * @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
1258
+ * @see Scene#preUpdate
1259
+ * @see Scene#postUpdate
1260
+ * @see Scene#postRender
1261
+ *
1262
+ * @type {Event}
1263
+ * @readonly
1264
+ */
1265
+ postRender: {
1266
+ get: function () {
1267
+ return this._postRender;
1268
+ },
1269
+ },
1270
+
1271
+ /**
1272
+ * Gets the simulation time when the scene was last rendered. Returns undefined if the scene has not yet been
1273
+ * rendered.
1274
+ * @memberof Scene.prototype
1275
+ *
1276
+ * @type {JulianDate}
1277
+ * @readonly
1278
+ */
1279
+ lastRenderTime: {
1280
+ get: function () {
1281
+ return this._lastRenderTime;
1282
+ },
1283
+ },
1284
+
1285
+ /**
1286
+ * @memberof Scene.prototype
1287
+ * @private
1288
+ * @readonly
1289
+ */
1290
+ context: {
1291
+ get: function () {
1292
+ return this._context;
1293
+ },
1294
+ },
1295
+
1296
+ /**
1297
+ * This property is for debugging only; it is not for production use.
1298
+ * <p>
1299
+ * When {@link Scene.debugShowFrustums} is <code>true</code>, this contains
1300
+ * properties with statistics about the number of command execute per frustum.
1301
+ * <code>totalCommands</code> is the total number of commands executed, ignoring
1302
+ * overlap. <code>commandsInFrustums</code> is an array with the number of times
1303
+ * commands are executed redundantly, e.g., how many commands overlap two or
1304
+ * three frustums.
1305
+ * </p>
1306
+ *
1307
+ * @memberof Scene.prototype
1308
+ *
1309
+ * @type {Object}
1310
+ * @readonly
1311
+ *
1312
+ * @default undefined
1313
+ */
1314
+ debugFrustumStatistics: {
1315
+ get: function () {
1316
+ return this._view.debugFrustumStatistics;
1317
+ },
1318
+ },
1319
+
1320
+ /**
1321
+ * Gets whether or not the scene is optimized for 3D only viewing.
1322
+ * @memberof Scene.prototype
1323
+ * @type {Boolean}
1324
+ * @readonly
1325
+ */
1326
+ scene3DOnly: {
1327
+ get: function () {
1328
+ return this._frameState.scene3DOnly;
1329
+ },
1330
+ },
1331
+
1332
+ /**
1333
+ * Gets whether or not the scene has order independent translucency enabled.
1334
+ * Note that this only reflects the original construction option, and there are
1335
+ * other factors that could prevent OIT from functioning on a given system configuration.
1336
+ * @memberof Scene.prototype
1337
+ * @type {Boolean}
1338
+ * @readonly
1339
+ */
1340
+ orderIndependentTranslucency: {
1341
+ get: function () {
1342
+ return this._useOIT;
1343
+ },
1344
+ },
1345
+
1346
+ /**
1347
+ * Gets the unique identifier for this scene.
1348
+ * @memberof Scene.prototype
1349
+ * @type {String}
1350
+ * @readonly
1351
+ */
1352
+ id: {
1353
+ get: function () {
1354
+ return this._id;
1355
+ },
1356
+ },
1357
+
1358
+ /**
1359
+ * Gets or sets the current mode of the scene.
1360
+ * @memberof Scene.prototype
1361
+ * @type {SceneMode}
1362
+ * @default {@link SceneMode.SCENE3D}
1363
+ */
1364
+ mode: {
1365
+ get: function () {
1366
+ return this._mode;
1367
+ },
1368
+ set: function (value) {
1369
+ //>>includeStart('debug', pragmas.debug);
1370
+ if (this.scene3DOnly && value !== SceneMode.SCENE3D) {
1371
+ throw new DeveloperError(
1372
+ "Only SceneMode.SCENE3D is valid when scene3DOnly is true."
1373
+ );
1374
+ }
1375
+ //>>includeEnd('debug');
1376
+ if (value === SceneMode.SCENE2D) {
1377
+ this.morphTo2D(0);
1378
+ } else if (value === SceneMode.SCENE3D) {
1379
+ this.morphTo3D(0);
1380
+ } else if (value === SceneMode.COLUMBUS_VIEW) {
1381
+ this.morphToColumbusView(0);
1382
+ //>>includeStart('debug', pragmas.debug);
1383
+ } else {
1384
+ throw new DeveloperError(
1385
+ "value must be a valid SceneMode enumeration."
1386
+ );
1387
+ //>>includeEnd('debug');
1388
+ }
1389
+ this._mode = value;
1390
+ },
1391
+ },
1392
+
1393
+ /**
1394
+ * Gets the number of frustums used in the last frame.
1395
+ * @memberof Scene.prototype
1396
+ * @type {FrustumCommands[]}
1397
+ *
1398
+ * @private
1399
+ */
1400
+ frustumCommandsList: {
1401
+ get: function () {
1402
+ return this._view.frustumCommandsList;
1403
+ },
1404
+ },
1405
+
1406
+ /**
1407
+ * Gets the number of frustums used in the last frame.
1408
+ * @memberof Scene.prototype
1409
+ * @type {Number}
1410
+ *
1411
+ * @private
1412
+ */
1413
+ numberOfFrustums: {
1414
+ get: function () {
1415
+ return this._view.frustumCommandsList.length;
1416
+ },
1417
+ },
1418
+
1419
+ /**
1420
+ * When <code>true</code>, splits the scene into two viewports with steroscopic views for the left and right eyes.
1421
+ * Used for cardboard and WebVR.
1422
+ * @memberof Scene.prototype
1423
+ * @type {Boolean}
1424
+ * @default false
1425
+ */
1426
+ useWebVR: {
1427
+ get: function () {
1428
+ return this._useWebVR;
1429
+ },
1430
+ set: function (value) {
1431
+ //>>includeStart('debug', pragmas.debug);
1432
+ if (this.camera.frustum instanceof OrthographicFrustum) {
1433
+ throw new DeveloperError(
1434
+ "VR is unsupported with an orthographic projection."
1435
+ );
1436
+ }
1437
+ //>>includeEnd('debug');
1438
+ this._useWebVR = value;
1439
+ if (this._useWebVR) {
1440
+ this._frameState.creditDisplay.container.style.visibility = "hidden";
1441
+ this._cameraVR = new Camera(this);
1442
+ if (!defined(this._deviceOrientationCameraController)) {
1443
+ this._deviceOrientationCameraController = new DeviceOrientationCameraController(
1444
+ this
1445
+ );
1446
+ }
1447
+
1448
+ this._aspectRatioVR = this.camera.frustum.aspectRatio;
1449
+ } else {
1450
+ this._frameState.creditDisplay.container.style.visibility = "visible";
1451
+ this._cameraVR = undefined;
1452
+ this._deviceOrientationCameraController =
1453
+ this._deviceOrientationCameraController &&
1454
+ !this._deviceOrientationCameraController.isDestroyed() &&
1455
+ this._deviceOrientationCameraController.destroy();
1456
+
1457
+ this.camera.frustum.aspectRatio = this._aspectRatioVR;
1458
+ this.camera.frustum.xOffset = 0.0;
1459
+ }
1460
+ },
1461
+ },
1462
+
1463
+ /**
1464
+ * Determines if the 2D map is rotatable or can be scrolled infinitely in the horizontal direction.
1465
+ * @memberof Scene.prototype
1466
+ * @type {MapMode2D}
1467
+ * @readonly
1468
+ */
1469
+ mapMode2D: {
1470
+ get: function () {
1471
+ return this._mapMode2D;
1472
+ },
1473
+ },
1474
+
1475
+ /**
1476
+ * Gets or sets the position of the splitter within the viewport. Valid values are between 0.0 and 1.0.
1477
+ * @memberof Scene.prototype
1478
+ *
1479
+ * @type {Number}
1480
+ */
1481
+ splitPosition: {
1482
+ get: function () {
1483
+ return this._frameState.splitPosition;
1484
+ },
1485
+ set: function (value) {
1486
+ this._frameState.splitPosition = value;
1487
+ },
1488
+ },
1489
+
1490
+ /**
1491
+ * The distance from the camera at which to disable the depth test of billboards, labels and points
1492
+ * to, for example, prevent clipping against terrain. When set to zero, the depth test should always
1493
+ * be applied. When less than zero, the depth test should never be applied. Setting the disableDepthTestDistance
1494
+ * property of a billboard, label or point will override this value.
1495
+ * @memberof Scene.prototype
1496
+ * @type {Number}
1497
+ * @default 0.0
1498
+ */
1499
+ minimumDisableDepthTestDistance: {
1500
+ get: function () {
1501
+ return this._minimumDisableDepthTestDistance;
1502
+ },
1503
+ set: function (value) {
1504
+ //>>includeStart('debug', pragmas.debug);
1505
+ if (!defined(value) || value < 0.0) {
1506
+ throw new DeveloperError(
1507
+ "minimumDisableDepthTestDistance must be greater than or equal to 0.0."
1508
+ );
1509
+ }
1510
+ //>>includeEnd('debug');
1511
+ this._minimumDisableDepthTestDistance = value;
1512
+ },
1513
+ },
1514
+
1515
+ /**
1516
+ * Whether or not to use a logarithmic depth buffer. Enabling this option will allow for less frustums in the multi-frustum,
1517
+ * increasing performance. This property relies on fragmentDepth being supported.
1518
+ * @memberof Scene.prototype
1519
+ * @type {Boolean}
1520
+ */
1521
+ logarithmicDepthBuffer: {
1522
+ get: function () {
1523
+ return this._logDepthBuffer;
1524
+ },
1525
+ set: function (value) {
1526
+ value = this._context.fragmentDepth && value;
1527
+ if (this._logDepthBuffer !== value) {
1528
+ this._logDepthBuffer = value;
1529
+ this._logDepthBufferDirty = true;
1530
+ }
1531
+ },
1532
+ },
1533
+
1534
+ /**
1535
+ * The value used for gamma correction. This is only used when rendering with high dynamic range.
1536
+ * @memberof Scene.prototype
1537
+ * @type {Number}
1538
+ * @default 2.2
1539
+ */
1540
+ gamma: {
1541
+ get: function () {
1542
+ return this._context.uniformState.gamma;
1543
+ },
1544
+ set: function (value) {
1545
+ this._context.uniformState.gamma = value;
1546
+ },
1547
+ },
1548
+
1549
+ /**
1550
+ * Whether or not to use high dynamic range rendering.
1551
+ * @memberof Scene.prototype
1552
+ * @type {Boolean}
1553
+ * @default false
1554
+ */
1555
+ highDynamicRange: {
1556
+ get: function () {
1557
+ return this._hdr;
1558
+ },
1559
+ set: function (value) {
1560
+ const context = this._context;
1561
+ const hdr =
1562
+ value &&
1563
+ context.depthTexture &&
1564
+ (context.colorBufferFloat || context.colorBufferHalfFloat);
1565
+ this._hdrDirty = hdr !== this._hdr;
1566
+ this._hdr = hdr;
1567
+ },
1568
+ },
1569
+
1570
+ /**
1571
+ * Whether or not high dynamic range rendering is supported.
1572
+ * @memberof Scene.prototype
1573
+ * @type {Boolean}
1574
+ * @readonly
1575
+ * @default true
1576
+ */
1577
+ highDynamicRangeSupported: {
1578
+ get: function () {
1579
+ const context = this._context;
1580
+ return (
1581
+ context.depthTexture &&
1582
+ (context.colorBufferFloat || context.colorBufferHalfFloat)
1583
+ );
1584
+ },
1585
+ },
1586
+
1587
+ /**
1588
+ * Whether or not the camera is underneath the globe.
1589
+ * @memberof Scene.prototype
1590
+ * @type {Boolean}
1591
+ * @readonly
1592
+ * @default false
1593
+ */
1594
+ cameraUnderground: {
1595
+ get: function () {
1596
+ return this._cameraUnderground;
1597
+ },
1598
+ },
1599
+
1600
+ /**
1601
+ * The sample rate of multisample antialiasing (values greater than 1 enable MSAA).
1602
+ * @memberof Scene.prototype
1603
+ * @type {Number}
1604
+ * @default 1
1605
+ */
1606
+ msaaSamples: {
1607
+ get: function () {
1608
+ return this._msaaSamples;
1609
+ },
1610
+ set: function (value) {
1611
+ value = Math.min(value, ContextLimits.maximumSamples);
1612
+ this._msaaSamples = value;
1613
+ },
1614
+ },
1615
+
1616
+ /**
1617
+ * Returns <code>true</code> if the Scene's context supports MSAA.
1618
+ * @memberof Scene.prototype
1619
+ * @type {Boolean}
1620
+ * @readonly
1621
+ */
1622
+ msaaSupported: {
1623
+ get: function () {
1624
+ return this._context.msaa;
1625
+ },
1626
+ },
1627
+
1628
+ /**
1629
+ * Ratio between a pixel and a density-independent pixel. Provides a standard unit of
1630
+ * measure for real pixel measurements appropriate to a particular device.
1631
+ *
1632
+ * @memberof Scene.prototype
1633
+ * @type {Number}
1634
+ * @default 1.0
1635
+ * @private
1636
+ */
1637
+ pixelRatio: {
1638
+ get: function () {
1639
+ return this._frameState.pixelRatio;
1640
+ },
1641
+ set: function (value) {
1642
+ this._frameState.pixelRatio = value;
1643
+ },
1644
+ },
1645
+
1646
+ /**
1647
+ * @private
1648
+ */
1649
+ opaqueFrustumNearOffset: {
1650
+ get: function () {
1651
+ return 0.9999;
1652
+ },
1653
+ },
1654
+
1655
+ /**
1656
+ * @private
1657
+ */
1658
+ globeHeight: {
1659
+ get: function () {
1660
+ return this._globeHeight;
1661
+ },
1662
+ },
1663
+ });
1664
+
1665
+ /**
1666
+ * Determines if a compressed texture format is supported.
1667
+ * @param {String} format The texture format. May be the name of the format or the WebGL extension name, e.g. s3tc or WEBGL_compressed_texture_s3tc.
1668
+ * @return {boolean} Whether or not the format is supported.
1669
+ */
1670
+ Scene.prototype.getCompressedTextureFormatSupported = function (format) {
1671
+ const context = this.context;
1672
+ return (
1673
+ ((format === "WEBGL_compressed_texture_s3tc" || format === "s3tc") &&
1674
+ context.s3tc) ||
1675
+ ((format === "WEBGL_compressed_texture_pvrtc" || format === "pvrtc") &&
1676
+ context.pvrtc) ||
1677
+ ((format === "WEBGL_compressed_texture_etc" || format === "etc") &&
1678
+ context.etc) ||
1679
+ ((format === "WEBGL_compressed_texture_etc1" || format === "etc1") &&
1680
+ context.etc1) ||
1681
+ ((format === "WEBGL_compressed_texture_astc" || format === "astc") &&
1682
+ context.astc) ||
1683
+ ((format === "EXT_texture_compression_bptc" || format === "bc7") &&
1684
+ context.bc7)
1685
+ );
1686
+ };
1687
+
1688
+ function updateDerivedCommands(scene, command, shadowsDirty) {
1689
+ const frameState = scene._frameState;
1690
+ const context = scene._context;
1691
+ const oit = scene._view.oit;
1692
+ const lightShadowMaps = frameState.shadowState.lightShadowMaps;
1693
+ const lightShadowsEnabled = frameState.shadowState.lightShadowsEnabled;
1694
+
1695
+ let derivedCommands = command.derivedCommands;
1696
+
1697
+ if (defined(command.pickId)) {
1698
+ derivedCommands.picking = DerivedCommand.createPickDerivedCommand(
1699
+ scene,
1700
+ command,
1701
+ context,
1702
+ derivedCommands.picking
1703
+ );
1704
+ }
1705
+
1706
+ if (!command.pickOnly) {
1707
+ derivedCommands.depth = DerivedCommand.createDepthOnlyDerivedCommand(
1708
+ scene,
1709
+ command,
1710
+ context,
1711
+ derivedCommands.depth
1712
+ );
1713
+ }
1714
+
1715
+ derivedCommands.originalCommand = command;
1716
+
1717
+ if (scene._hdr) {
1718
+ derivedCommands.hdr = DerivedCommand.createHdrCommand(
1719
+ command,
1720
+ context,
1721
+ derivedCommands.hdr
1722
+ );
1723
+ command = derivedCommands.hdr.command;
1724
+ derivedCommands = command.derivedCommands;
1725
+ }
1726
+
1727
+ if (lightShadowsEnabled && command.receiveShadows) {
1728
+ derivedCommands.shadows = ShadowMap.createReceiveDerivedCommand(
1729
+ lightShadowMaps,
1730
+ command,
1731
+ shadowsDirty,
1732
+ context,
1733
+ derivedCommands.shadows
1734
+ );
1735
+ }
1736
+
1737
+ if (command.pass === Pass.TRANSLUCENT && defined(oit) && oit.isSupported()) {
1738
+ if (lightShadowsEnabled && command.receiveShadows) {
1739
+ derivedCommands.oit = defined(derivedCommands.oit)
1740
+ ? derivedCommands.oit
1741
+ : {};
1742
+ derivedCommands.oit.shadows = oit.createDerivedCommands(
1743
+ derivedCommands.shadows.receiveCommand,
1744
+ context,
1745
+ derivedCommands.oit.shadows
1746
+ );
1747
+ } else {
1748
+ derivedCommands.oit = oit.createDerivedCommands(
1749
+ command,
1750
+ context,
1751
+ derivedCommands.oit
1752
+ );
1753
+ }
1754
+ }
1755
+ }
1756
+
1757
+ /**
1758
+ * @private
1759
+ */
1760
+ Scene.prototype.updateDerivedCommands = function (command) {
1761
+ if (!defined(command.derivedCommands)) {
1762
+ // Is not a DrawCommand
1763
+ return;
1764
+ }
1765
+
1766
+ const frameState = this._frameState;
1767
+ const context = this._context;
1768
+
1769
+ // Update derived commands when any shadow maps become dirty
1770
+ let shadowsDirty = false;
1771
+ const lastDirtyTime = frameState.shadowState.lastDirtyTime;
1772
+ if (command.lastDirtyTime !== lastDirtyTime) {
1773
+ command.lastDirtyTime = lastDirtyTime;
1774
+ command.dirty = true;
1775
+ shadowsDirty = true;
1776
+ }
1777
+
1778
+ const useLogDepth = frameState.useLogDepth;
1779
+ const useHdr = this._hdr;
1780
+ const derivedCommands = command.derivedCommands;
1781
+ const hasLogDepthDerivedCommands = defined(derivedCommands.logDepth);
1782
+ const hasHdrCommands = defined(derivedCommands.hdr);
1783
+ const hasDerivedCommands = defined(derivedCommands.originalCommand);
1784
+ const needsLogDepthDerivedCommands =
1785
+ useLogDepth && !hasLogDepthDerivedCommands;
1786
+ const needsHdrCommands = useHdr && !hasHdrCommands;
1787
+ const needsDerivedCommands = (!useLogDepth || !useHdr) && !hasDerivedCommands;
1788
+ command.dirty =
1789
+ command.dirty ||
1790
+ needsLogDepthDerivedCommands ||
1791
+ needsHdrCommands ||
1792
+ needsDerivedCommands;
1793
+
1794
+ if (command.dirty) {
1795
+ command.dirty = false;
1796
+
1797
+ const shadowMaps = frameState.shadowState.shadowMaps;
1798
+ const shadowsEnabled = frameState.shadowState.shadowsEnabled;
1799
+ if (shadowsEnabled && command.castShadows) {
1800
+ derivedCommands.shadows = ShadowMap.createCastDerivedCommand(
1801
+ shadowMaps,
1802
+ command,
1803
+ shadowsDirty,
1804
+ context,
1805
+ derivedCommands.shadows
1806
+ );
1807
+ }
1808
+
1809
+ if (hasLogDepthDerivedCommands || needsLogDepthDerivedCommands) {
1810
+ derivedCommands.logDepth = DerivedCommand.createLogDepthCommand(
1811
+ command,
1812
+ context,
1813
+ derivedCommands.logDepth
1814
+ );
1815
+ updateDerivedCommands(
1816
+ this,
1817
+ derivedCommands.logDepth.command,
1818
+ shadowsDirty
1819
+ );
1820
+ }
1821
+ if (hasDerivedCommands || needsDerivedCommands) {
1822
+ updateDerivedCommands(this, command, shadowsDirty);
1823
+ }
1824
+ }
1825
+ };
1826
+
1827
+ const renderTilesetPassState = new Cesium3DTilePassState({
1828
+ pass: Cesium3DTilePass.RENDER,
1829
+ });
1830
+
1831
+ const preloadTilesetPassState = new Cesium3DTilePassState({
1832
+ pass: Cesium3DTilePass.PRELOAD,
1833
+ });
1834
+
1835
+ const preloadFlightTilesetPassState = new Cesium3DTilePassState({
1836
+ pass: Cesium3DTilePass.PRELOAD_FLIGHT,
1837
+ });
1838
+
1839
+ const requestRenderModeDeferCheckPassState = new Cesium3DTilePassState({
1840
+ pass: Cesium3DTilePass.REQUEST_RENDER_MODE_DEFER_CHECK,
1841
+ });
1842
+
1843
+ const scratchOccluderBoundingSphere = new BoundingSphere();
1844
+ let scratchOccluder;
1845
+
1846
+ function getOccluder(scene) {
1847
+ // TODO: The occluder is the top-level globe. When we add
1848
+ // support for multiple central bodies, this should be the closest one.
1849
+ const globe = scene.globe;
1850
+ if (
1851
+ scene._mode === SceneMode.SCENE3D &&
1852
+ defined(globe) &&
1853
+ globe.show &&
1854
+ !scene._cameraUnderground &&
1855
+ !scene._globeTranslucencyState.translucent
1856
+ ) {
1857
+ const ellipsoid = globe.ellipsoid;
1858
+ const minimumTerrainHeight = scene.frameState.minimumTerrainHeight;
1859
+ scratchOccluderBoundingSphere.radius =
1860
+ ellipsoid.minimumRadius + minimumTerrainHeight;
1861
+ scratchOccluder = Occluder.fromBoundingSphere(
1862
+ scratchOccluderBoundingSphere,
1863
+ scene.camera.positionWC,
1864
+ scratchOccluder
1865
+ );
1866
+ return scratchOccluder;
1867
+ }
1868
+
1869
+ return undefined;
1870
+ }
1871
+
1872
+ /**
1873
+ * @private
1874
+ */
1875
+ Scene.prototype.clearPasses = function (passes) {
1876
+ passes.render = false;
1877
+ passes.pick = false;
1878
+ passes.depth = false;
1879
+ passes.postProcess = false;
1880
+ passes.offscreen = false;
1881
+ };
1882
+
1883
+ function updateFrameNumber(scene, frameNumber, time) {
1884
+ const frameState = scene._frameState;
1885
+ frameState.frameNumber = frameNumber;
1886
+ frameState.time = JulianDate.clone(time, frameState.time);
1887
+ }
1888
+
1889
+ /**
1890
+ * @private
1891
+ */
1892
+ Scene.prototype.updateFrameState = function () {
1893
+ const camera = this.camera;
1894
+
1895
+ const frameState = this._frameState;
1896
+ frameState.commandList.length = 0;
1897
+ frameState.shadowMaps.length = 0;
1898
+ frameState.brdfLutGenerator = this._brdfLutGenerator;
1899
+ frameState.environmentMap = this.skyBox && this.skyBox._cubeMap;
1900
+ frameState.mode = this._mode;
1901
+ frameState.morphTime = this.morphTime;
1902
+ frameState.mapProjection = this.mapProjection;
1903
+ frameState.camera = camera;
1904
+ frameState.cullingVolume = camera.frustum.computeCullingVolume(
1905
+ camera.positionWC,
1906
+ camera.directionWC,
1907
+ camera.upWC
1908
+ );
1909
+ frameState.occluder = getOccluder(this);
1910
+ frameState.minimumTerrainHeight = 0.0;
1911
+ frameState.minimumDisableDepthTestDistance = this._minimumDisableDepthTestDistance;
1912
+ frameState.invertClassification = this.invertClassification;
1913
+ frameState.useLogDepth =
1914
+ this._logDepthBuffer &&
1915
+ !(
1916
+ this.camera.frustum instanceof OrthographicFrustum ||
1917
+ this.camera.frustum instanceof OrthographicOffCenterFrustum
1918
+ );
1919
+ frameState.light = this.light;
1920
+ frameState.cameraUnderground = this._cameraUnderground;
1921
+ frameState.globeTranslucencyState = this._globeTranslucencyState;
1922
+
1923
+ if (defined(this.globe)) {
1924
+ frameState.terrainExaggeration = this.globe.terrainExaggeration;
1925
+ frameState.terrainExaggerationRelativeHeight = this.globe.terrainExaggerationRelativeHeight;
1926
+ }
1927
+
1928
+ if (
1929
+ defined(this._specularEnvironmentMapAtlas) &&
1930
+ this._specularEnvironmentMapAtlas.ready
1931
+ ) {
1932
+ frameState.specularEnvironmentMaps = this._specularEnvironmentMapAtlas.texture;
1933
+ frameState.specularEnvironmentMapsMaximumLOD = this._specularEnvironmentMapAtlas.maximumMipmapLevel;
1934
+ } else {
1935
+ frameState.specularEnvironmentMaps = undefined;
1936
+ frameState.specularEnvironmentMapsMaximumLOD = undefined;
1937
+ }
1938
+
1939
+ frameState.sphericalHarmonicCoefficients = this.sphericalHarmonicCoefficients;
1940
+
1941
+ this._actualInvertClassificationColor = Color.clone(
1942
+ this.invertClassificationColor,
1943
+ this._actualInvertClassificationColor
1944
+ );
1945
+ if (!InvertClassification.isTranslucencySupported(this._context)) {
1946
+ this._actualInvertClassificationColor.alpha = 1.0;
1947
+ }
1948
+
1949
+ frameState.invertClassificationColor = this._actualInvertClassificationColor;
1950
+
1951
+ if (defined(this.globe)) {
1952
+ frameState.maximumScreenSpaceError = this.globe.maximumScreenSpaceError;
1953
+ } else {
1954
+ frameState.maximumScreenSpaceError = 2;
1955
+ }
1956
+
1957
+ this.clearPasses(frameState.passes);
1958
+
1959
+ frameState.tilesetPassState = undefined;
1960
+ };
1961
+
1962
+ /**
1963
+ * @private
1964
+ */
1965
+ Scene.prototype.isVisible = function (command, cullingVolume, occluder) {
1966
+ return (
1967
+ defined(command) &&
1968
+ (!defined(command.boundingVolume) ||
1969
+ !command.cull ||
1970
+ (cullingVolume.computeVisibility(command.boundingVolume) !==
1971
+ Intersect.OUTSIDE &&
1972
+ (!defined(occluder) ||
1973
+ !command.occlude ||
1974
+ !command.boundingVolume.isOccluded(occluder))))
1975
+ );
1976
+ };
1977
+
1978
+ let transformFrom2D = new Matrix4(
1979
+ 0.0,
1980
+ 0.0,
1981
+ 1.0,
1982
+ 0.0,
1983
+ 1.0,
1984
+ 0.0,
1985
+ 0.0,
1986
+ 0.0,
1987
+ 0.0,
1988
+ 1.0,
1989
+ 0.0,
1990
+ 0.0,
1991
+ 0.0,
1992
+ 0.0,
1993
+ 0.0,
1994
+ 1.0
1995
+ );
1996
+ transformFrom2D = Matrix4.inverseTransformation(
1997
+ transformFrom2D,
1998
+ transformFrom2D
1999
+ );
2000
+
2001
+ function debugShowBoundingVolume(command, scene, passState, debugFramebuffer) {
2002
+ // Debug code to draw bounding volume for command. Not optimized!
2003
+ // Assumes bounding volume is a bounding sphere or box
2004
+ const frameState = scene._frameState;
2005
+ const context = frameState.context;
2006
+ const boundingVolume = command.boundingVolume;
2007
+
2008
+ if (defined(scene._debugVolume)) {
2009
+ scene._debugVolume.destroy();
2010
+ }
2011
+
2012
+ let geometry;
2013
+
2014
+ let center = Cartesian3.clone(boundingVolume.center);
2015
+ if (frameState.mode !== SceneMode.SCENE3D) {
2016
+ center = Matrix4.multiplyByPoint(transformFrom2D, center, center);
2017
+ const projection = frameState.mapProjection;
2018
+ const centerCartographic = projection.unproject(center);
2019
+ center = projection.ellipsoid.cartographicToCartesian(centerCartographic);
2020
+ }
2021
+
2022
+ if (defined(boundingVolume.radius)) {
2023
+ const radius = boundingVolume.radius;
2024
+
2025
+ geometry = GeometryPipeline.toWireframe(
2026
+ EllipsoidGeometry.createGeometry(
2027
+ new EllipsoidGeometry({
2028
+ radii: new Cartesian3(radius, radius, radius),
2029
+ vertexFormat: PerInstanceColorAppearance.FLAT_VERTEX_FORMAT,
2030
+ })
2031
+ )
2032
+ );
2033
+
2034
+ scene._debugVolume = new Primitive({
2035
+ geometryInstances: new GeometryInstance({
2036
+ geometry: geometry,
2037
+ modelMatrix: Matrix4.fromTranslation(center),
2038
+ attributes: {
2039
+ color: new ColorGeometryInstanceAttribute(1.0, 0.0, 0.0, 1.0),
2040
+ },
2041
+ }),
2042
+ appearance: new PerInstanceColorAppearance({
2043
+ flat: true,
2044
+ translucent: false,
2045
+ }),
2046
+ asynchronous: false,
2047
+ });
2048
+ } else {
2049
+ const halfAxes = boundingVolume.halfAxes;
2050
+
2051
+ geometry = GeometryPipeline.toWireframe(
2052
+ BoxGeometry.createGeometry(
2053
+ BoxGeometry.fromDimensions({
2054
+ dimensions: new Cartesian3(2.0, 2.0, 2.0),
2055
+ vertexFormat: PerInstanceColorAppearance.FLAT_VERTEX_FORMAT,
2056
+ })
2057
+ )
2058
+ );
2059
+
2060
+ scene._debugVolume = new Primitive({
2061
+ geometryInstances: new GeometryInstance({
2062
+ geometry: geometry,
2063
+ modelMatrix: Matrix4.fromRotationTranslation(
2064
+ halfAxes,
2065
+ center,
2066
+ new Matrix4()
2067
+ ),
2068
+ attributes: {
2069
+ color: new ColorGeometryInstanceAttribute(1.0, 0.0, 0.0, 1.0),
2070
+ },
2071
+ }),
2072
+ appearance: new PerInstanceColorAppearance({
2073
+ flat: true,
2074
+ translucent: false,
2075
+ }),
2076
+ asynchronous: false,
2077
+ });
2078
+ }
2079
+
2080
+ const savedCommandList = frameState.commandList;
2081
+ const commandList = (frameState.commandList = []);
2082
+ scene._debugVolume.update(frameState);
2083
+
2084
+ command = commandList[0];
2085
+
2086
+ if (frameState.useLogDepth) {
2087
+ const logDepth = DerivedCommand.createLogDepthCommand(command, context);
2088
+ command = logDepth.command;
2089
+ }
2090
+
2091
+ let framebuffer;
2092
+ if (defined(debugFramebuffer)) {
2093
+ framebuffer = passState.framebuffer;
2094
+ passState.framebuffer = debugFramebuffer;
2095
+ }
2096
+
2097
+ command.execute(context, passState);
2098
+
2099
+ if (defined(framebuffer)) {
2100
+ passState.framebuffer = framebuffer;
2101
+ }
2102
+
2103
+ frameState.commandList = savedCommandList;
2104
+ }
2105
+
2106
+ function executeCommand(command, scene, context, passState, debugFramebuffer) {
2107
+ const frameState = scene._frameState;
2108
+
2109
+ if (defined(scene.debugCommandFilter) && !scene.debugCommandFilter(command)) {
2110
+ return;
2111
+ }
2112
+
2113
+ if (command instanceof ClearCommand) {
2114
+ command.execute(context, passState);
2115
+ return;
2116
+ }
2117
+
2118
+ if (command.debugShowBoundingVolume && defined(command.boundingVolume)) {
2119
+ debugShowBoundingVolume(command, scene, passState, debugFramebuffer);
2120
+ }
2121
+
2122
+ if (frameState.useLogDepth && defined(command.derivedCommands.logDepth)) {
2123
+ command = command.derivedCommands.logDepth.command;
2124
+ }
2125
+
2126
+ const passes = frameState.passes;
2127
+ if (
2128
+ !passes.pick &&
2129
+ !passes.depth &&
2130
+ scene._hdr &&
2131
+ defined(command.derivedCommands) &&
2132
+ defined(command.derivedCommands.hdr)
2133
+ ) {
2134
+ command = command.derivedCommands.hdr.command;
2135
+ }
2136
+
2137
+ if (passes.pick || passes.depth) {
2138
+ if (
2139
+ passes.pick &&
2140
+ !passes.depth &&
2141
+ defined(command.derivedCommands.picking)
2142
+ ) {
2143
+ command = command.derivedCommands.picking.pickCommand;
2144
+ command.execute(context, passState);
2145
+ return;
2146
+ } else if (defined(command.derivedCommands.depth)) {
2147
+ command = command.derivedCommands.depth.depthOnlyCommand;
2148
+ command.execute(context, passState);
2149
+ return;
2150
+ }
2151
+ }
2152
+
2153
+ if (scene.debugShowCommands || scene.debugShowFrustums) {
2154
+ scene._debugInspector.executeDebugShowFrustumsCommand(
2155
+ scene,
2156
+ command,
2157
+ passState
2158
+ );
2159
+ return;
2160
+ }
2161
+
2162
+ if (
2163
+ frameState.shadowState.lightShadowsEnabled &&
2164
+ command.receiveShadows &&
2165
+ defined(command.derivedCommands.shadows)
2166
+ ) {
2167
+ // If the command receives shadows, execute the derived shadows command.
2168
+ // Some commands, such as OIT derived commands, do not have derived shadow commands themselves
2169
+ // and instead shadowing is built-in. In this case execute the command regularly below.
2170
+ command.derivedCommands.shadows.receiveCommand.execute(context, passState);
2171
+ } else {
2172
+ command.execute(context, passState);
2173
+ }
2174
+ }
2175
+
2176
+ function executeIdCommand(command, scene, context, passState) {
2177
+ const frameState = scene._frameState;
2178
+ let derivedCommands = command.derivedCommands;
2179
+ if (!defined(derivedCommands)) {
2180
+ return;
2181
+ }
2182
+
2183
+ if (frameState.useLogDepth && defined(derivedCommands.logDepth)) {
2184
+ command = derivedCommands.logDepth.command;
2185
+ }
2186
+
2187
+ derivedCommands = command.derivedCommands;
2188
+ if (defined(derivedCommands.picking)) {
2189
+ command = derivedCommands.picking.pickCommand;
2190
+ command.execute(context, passState);
2191
+ } else if (defined(derivedCommands.depth)) {
2192
+ command = derivedCommands.depth.depthOnlyCommand;
2193
+ command.execute(context, passState);
2194
+ }
2195
+ }
2196
+
2197
+ function backToFront(a, b, position) {
2198
+ return (
2199
+ b.boundingVolume.distanceSquaredTo(position) -
2200
+ a.boundingVolume.distanceSquaredTo(position)
2201
+ );
2202
+ }
2203
+
2204
+ function frontToBack(a, b, position) {
2205
+ // When distances are equal equal favor sorting b before a. This gives render priority to commands later in the list.
2206
+ return (
2207
+ a.boundingVolume.distanceSquaredTo(position) -
2208
+ b.boundingVolume.distanceSquaredTo(position) +
2209
+ CesiumMath.EPSILON12
2210
+ );
2211
+ }
2212
+
2213
+ function executeTranslucentCommandsBackToFront(
2214
+ scene,
2215
+ executeFunction,
2216
+ passState,
2217
+ commands,
2218
+ invertClassification
2219
+ ) {
2220
+ const context = scene.context;
2221
+
2222
+ mergeSort(commands, backToFront, scene.camera.positionWC);
2223
+
2224
+ if (defined(invertClassification)) {
2225
+ executeFunction(
2226
+ invertClassification.unclassifiedCommand,
2227
+ scene,
2228
+ context,
2229
+ passState
2230
+ );
2231
+ }
2232
+
2233
+ const length = commands.length;
2234
+ for (let i = 0; i < length; ++i) {
2235
+ executeFunction(commands[i], scene, context, passState);
2236
+ }
2237
+ }
2238
+
2239
+ function executeTranslucentCommandsFrontToBack(
2240
+ scene,
2241
+ executeFunction,
2242
+ passState,
2243
+ commands,
2244
+ invertClassification
2245
+ ) {
2246
+ const context = scene.context;
2247
+
2248
+ mergeSort(commands, frontToBack, scene.camera.positionWC);
2249
+
2250
+ if (defined(invertClassification)) {
2251
+ executeFunction(
2252
+ invertClassification.unclassifiedCommand,
2253
+ scene,
2254
+ context,
2255
+ passState
2256
+ );
2257
+ }
2258
+
2259
+ const length = commands.length;
2260
+ for (let i = 0; i < length; ++i) {
2261
+ executeFunction(commands[i], scene, context, passState);
2262
+ }
2263
+ }
2264
+
2265
+ const scratchPerspectiveFrustum = new PerspectiveFrustum();
2266
+ const scratchPerspectiveOffCenterFrustum = new PerspectiveOffCenterFrustum();
2267
+ const scratchOrthographicFrustum = new OrthographicFrustum();
2268
+ const scratchOrthographicOffCenterFrustum = new OrthographicOffCenterFrustum();
2269
+
2270
+ function executeCommands(scene, passState) {
2271
+ const camera = scene.camera;
2272
+ const context = scene.context;
2273
+ const frameState = scene.frameState;
2274
+ const us = context.uniformState;
2275
+
2276
+ us.updateCamera(camera);
2277
+
2278
+ // Create a working frustum from the original camera frustum.
2279
+ let frustum;
2280
+ if (defined(camera.frustum.fov)) {
2281
+ frustum = camera.frustum.clone(scratchPerspectiveFrustum);
2282
+ } else if (defined(camera.frustum.infiniteProjectionMatrix)) {
2283
+ frustum = camera.frustum.clone(scratchPerspectiveOffCenterFrustum);
2284
+ } else if (defined(camera.frustum.width)) {
2285
+ frustum = camera.frustum.clone(scratchOrthographicFrustum);
2286
+ } else {
2287
+ frustum = camera.frustum.clone(scratchOrthographicOffCenterFrustum);
2288
+ }
2289
+
2290
+ // Ideally, we would render the sky box and atmosphere last for
2291
+ // early-z, but we would have to draw it in each frustum
2292
+ frustum.near = camera.frustum.near;
2293
+ frustum.far = camera.frustum.far;
2294
+ us.updateFrustum(frustum);
2295
+ us.updatePass(Pass.ENVIRONMENT);
2296
+
2297
+ const passes = frameState.passes;
2298
+ const picking = passes.pick;
2299
+ const environmentState = scene._environmentState;
2300
+ const view = scene._view;
2301
+ const renderTranslucentDepthForPick =
2302
+ environmentState.renderTranslucentDepthForPick;
2303
+ const useWebVR = environmentState.useWebVR;
2304
+
2305
+ // Do not render environment primitives during a pick pass since they do not generate picking commands.
2306
+ if (!picking) {
2307
+ const skyBoxCommand = environmentState.skyBoxCommand;
2308
+ if (defined(skyBoxCommand)) {
2309
+ executeCommand(skyBoxCommand, scene, context, passState);
2310
+ }
2311
+
2312
+ if (environmentState.isSkyAtmosphereVisible) {
2313
+ executeCommand(
2314
+ environmentState.skyAtmosphereCommand,
2315
+ scene,
2316
+ context,
2317
+ passState
2318
+ );
2319
+ }
2320
+
2321
+ if (environmentState.isSunVisible) {
2322
+ environmentState.sunDrawCommand.execute(context, passState);
2323
+ if (scene.sunBloom && !useWebVR) {
2324
+ let framebuffer;
2325
+ if (environmentState.useGlobeDepthFramebuffer) {
2326
+ framebuffer = view.globeDepth.framebuffer;
2327
+ } else if (environmentState.usePostProcess) {
2328
+ framebuffer = view.sceneFramebuffer.framebuffer;
2329
+ } else {
2330
+ framebuffer = environmentState.originalFramebuffer;
2331
+ }
2332
+ scene._sunPostProcess.execute(context);
2333
+ scene._sunPostProcess.copy(context, framebuffer);
2334
+ passState.framebuffer = framebuffer;
2335
+ }
2336
+ }
2337
+
2338
+ // Moon can be seen through the atmosphere, since the sun is rendered after the atmosphere.
2339
+ if (environmentState.isMoonVisible) {
2340
+ environmentState.moonCommand.execute(context, passState);
2341
+ }
2342
+ }
2343
+
2344
+ // Determine how translucent surfaces will be handled.
2345
+ let executeTranslucentCommands;
2346
+ if (environmentState.useOIT) {
2347
+ if (!defined(scene._executeOITFunction)) {
2348
+ scene._executeOITFunction = function (
2349
+ scene,
2350
+ executeFunction,
2351
+ passState,
2352
+ commands,
2353
+ invertClassification
2354
+ ) {
2355
+ view.globeDepth.prepareColorTextures(context);
2356
+ view.oit.executeCommands(
2357
+ scene,
2358
+ executeFunction,
2359
+ passState,
2360
+ commands,
2361
+ invertClassification
2362
+ );
2363
+ };
2364
+ }
2365
+ executeTranslucentCommands = scene._executeOITFunction;
2366
+ } else if (passes.render) {
2367
+ executeTranslucentCommands = executeTranslucentCommandsBackToFront;
2368
+ } else {
2369
+ executeTranslucentCommands = executeTranslucentCommandsFrontToBack;
2370
+ }
2371
+
2372
+ const frustumCommandsList = view.frustumCommandsList;
2373
+ const numFrustums = frustumCommandsList.length;
2374
+
2375
+ const clearGlobeDepth = environmentState.clearGlobeDepth;
2376
+ const useDepthPlane = environmentState.useDepthPlane;
2377
+ const globeTranslucencyState = scene._globeTranslucencyState;
2378
+ const globeTranslucent = globeTranslucencyState.translucent;
2379
+ const globeTranslucencyFramebuffer = scene._view.globeTranslucencyFramebuffer;
2380
+ const clearDepth = scene._depthClearCommand;
2381
+ const clearStencil = scene._stencilClearCommand;
2382
+ const clearClassificationStencil = scene._classificationStencilClearCommand;
2383
+ const depthPlane = scene._depthPlane;
2384
+ const usePostProcessSelected = environmentState.usePostProcessSelected;
2385
+
2386
+ const height2D = camera.position.z;
2387
+
2388
+ // Execute commands in each frustum in back to front order
2389
+ let j;
2390
+ for (let i = 0; i < numFrustums; ++i) {
2391
+ const index = numFrustums - i - 1;
2392
+ const frustumCommands = frustumCommandsList[index];
2393
+
2394
+ if (scene.mode === SceneMode.SCENE2D) {
2395
+ // To avoid z-fighting in 2D, move the camera to just before the frustum
2396
+ // and scale the frustum depth to be in [1.0, nearToFarDistance2D].
2397
+ camera.position.z = height2D - frustumCommands.near + 1.0;
2398
+ frustum.far = Math.max(1.0, frustumCommands.far - frustumCommands.near);
2399
+ frustum.near = 1.0;
2400
+ us.update(frameState);
2401
+ us.updateFrustum(frustum);
2402
+ } else {
2403
+ // Avoid tearing artifacts between adjacent frustums in the opaque passes
2404
+ frustum.near =
2405
+ index !== 0
2406
+ ? frustumCommands.near * scene.opaqueFrustumNearOffset
2407
+ : frustumCommands.near;
2408
+ frustum.far = frustumCommands.far;
2409
+ us.updateFrustum(frustum);
2410
+ }
2411
+
2412
+ clearDepth.execute(context, passState);
2413
+
2414
+ if (context.stencilBuffer) {
2415
+ clearStencil.execute(context, passState);
2416
+ }
2417
+
2418
+ us.updatePass(Pass.GLOBE);
2419
+ let commands = frustumCommands.commands[Pass.GLOBE];
2420
+ let length = frustumCommands.indices[Pass.GLOBE];
2421
+
2422
+ if (globeTranslucent) {
2423
+ globeTranslucencyState.executeGlobeCommands(
2424
+ frustumCommands,
2425
+ executeCommand,
2426
+ globeTranslucencyFramebuffer,
2427
+ scene,
2428
+ passState
2429
+ );
2430
+ } else {
2431
+ for (j = 0; j < length; ++j) {
2432
+ executeCommand(commands[j], scene, context, passState);
2433
+ }
2434
+ }
2435
+
2436
+ const globeDepth = view.globeDepth;
2437
+ if (defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
2438
+ globeDepth.executeCopyDepth(context, passState);
2439
+ }
2440
+
2441
+ // Draw terrain classification
2442
+ if (!environmentState.renderTranslucentDepthForPick) {
2443
+ us.updatePass(Pass.TERRAIN_CLASSIFICATION);
2444
+ commands = frustumCommands.commands[Pass.TERRAIN_CLASSIFICATION];
2445
+ length = frustumCommands.indices[Pass.TERRAIN_CLASSIFICATION];
2446
+
2447
+ if (globeTranslucent) {
2448
+ globeTranslucencyState.executeGlobeClassificationCommands(
2449
+ frustumCommands,
2450
+ executeCommand,
2451
+ globeTranslucencyFramebuffer,
2452
+ scene,
2453
+ passState
2454
+ );
2455
+ } else {
2456
+ for (j = 0; j < length; ++j) {
2457
+ executeCommand(commands[j], scene, context, passState);
2458
+ }
2459
+ }
2460
+ }
2461
+
2462
+ if (clearGlobeDepth) {
2463
+ clearDepth.execute(context, passState);
2464
+ if (useDepthPlane) {
2465
+ depthPlane.execute(context, passState);
2466
+ }
2467
+ }
2468
+
2469
+ if (
2470
+ !environmentState.useInvertClassification ||
2471
+ picking ||
2472
+ environmentState.renderTranslucentDepthForPick
2473
+ ) {
2474
+ // Common/fastest path. Draw 3D Tiles and classification normally.
2475
+
2476
+ // Draw 3D Tiles
2477
+ us.updatePass(Pass.CESIUM_3D_TILE);
2478
+ commands = frustumCommands.commands[Pass.CESIUM_3D_TILE];
2479
+ length = frustumCommands.indices[Pass.CESIUM_3D_TILE];
2480
+ for (j = 0; j < length; ++j) {
2481
+ executeCommand(commands[j], scene, context, passState);
2482
+ }
2483
+
2484
+ if (length > 0) {
2485
+ if (defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
2486
+ // When clearGlobeDepth is true, executeUpdateDepth needs
2487
+ // a globe depth texture with resolved stencil bits.
2488
+ globeDepth.prepareColorTextures(context, clearGlobeDepth);
2489
+ globeDepth.executeUpdateDepth(
2490
+ context,
2491
+ passState,
2492
+ clearGlobeDepth,
2493
+ globeDepth.depthStencilTexture
2494
+ );
2495
+ }
2496
+
2497
+ // Draw classifications. Modifies 3D Tiles color.
2498
+ if (!environmentState.renderTranslucentDepthForPick) {
2499
+ us.updatePass(Pass.CESIUM_3D_TILE_CLASSIFICATION);
2500
+ commands =
2501
+ frustumCommands.commands[Pass.CESIUM_3D_TILE_CLASSIFICATION];
2502
+ length = frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION];
2503
+ for (j = 0; j < length; ++j) {
2504
+ executeCommand(commands[j], scene, context, passState);
2505
+ }
2506
+ }
2507
+ }
2508
+ } else {
2509
+ // When the invert classification color is opaque:
2510
+ // Main FBO (FBO1): Main_Color + Main_DepthStencil
2511
+ // Invert classification FBO (FBO2) : Invert_Color + Main_DepthStencil
2512
+ //
2513
+ // 1. Clear FBO2 color to vec4(0.0) for each frustum
2514
+ // 2. Draw 3D Tiles to FBO2
2515
+ // 3. Draw classification to FBO2
2516
+ // 4. Fullscreen pass to FBO1, draw Invert_Color when:
2517
+ // * Main_DepthStencil has the stencil bit set > 0 (classified)
2518
+ // 5. Fullscreen pass to FBO1, draw Invert_Color * czm_invertClassificationColor when:
2519
+ // * Main_DepthStencil has stencil bit set to 0 (unclassified) and
2520
+ // * Invert_Color !== vec4(0.0)
2521
+ //
2522
+ // When the invert classification color is translucent:
2523
+ // Main FBO (FBO1): Main_Color + Main_DepthStencil
2524
+ // Invert classification FBO (FBO2): Invert_Color + Invert_DepthStencil
2525
+ // IsClassified FBO (FBO3): IsClassified_Color + Invert_DepthStencil
2526
+ //
2527
+ // 1. Clear FBO2 and FBO3 color to vec4(0.0), stencil to 0, and depth to 1.0
2528
+ // 2. Draw 3D Tiles to FBO2
2529
+ // 3. Draw classification to FBO2
2530
+ // 4. Fullscreen pass to FBO3, draw any color when
2531
+ // * Invert_DepthStencil has the stencil bit set > 0 (classified)
2532
+ // 5. Fullscreen pass to FBO1, draw Invert_Color when:
2533
+ // * Invert_Color !== vec4(0.0) and
2534
+ // * IsClassified_Color !== vec4(0.0)
2535
+ // 6. Fullscreen pass to FBO1, draw Invert_Color * czm_invertClassificationColor when:
2536
+ // * Invert_Color !== vec4(0.0) and
2537
+ // * IsClassified_Color === vec4(0.0)
2538
+ //
2539
+ // NOTE: Step six when translucent invert color occurs after the TRANSLUCENT pass
2540
+ //
2541
+ scene._invertClassification.clear(context, passState);
2542
+
2543
+ const opaqueClassificationFramebuffer = passState.framebuffer;
2544
+ passState.framebuffer = scene._invertClassification._fbo.framebuffer;
2545
+
2546
+ // Draw normally
2547
+ us.updatePass(Pass.CESIUM_3D_TILE);
2548
+ commands = frustumCommands.commands[Pass.CESIUM_3D_TILE];
2549
+ length = frustumCommands.indices[Pass.CESIUM_3D_TILE];
2550
+ for (j = 0; j < length; ++j) {
2551
+ executeCommand(commands[j], scene, context, passState);
2552
+ }
2553
+
2554
+ if (defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
2555
+ scene._invertClassification.prepareTextures(context);
2556
+ globeDepth.executeUpdateDepth(
2557
+ context,
2558
+ passState,
2559
+ clearGlobeDepth,
2560
+ scene._invertClassification._fbo.getDepthStencilTexture()
2561
+ );
2562
+ }
2563
+
2564
+ // Set stencil
2565
+ us.updatePass(Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW);
2566
+ commands =
2567
+ frustumCommands.commands[
2568
+ Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW
2569
+ ];
2570
+ length =
2571
+ frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW];
2572
+ for (j = 0; j < length; ++j) {
2573
+ executeCommand(commands[j], scene, context, passState);
2574
+ }
2575
+
2576
+ passState.framebuffer = opaqueClassificationFramebuffer;
2577
+
2578
+ // Fullscreen pass to copy classified fragments
2579
+ scene._invertClassification.executeClassified(context, passState);
2580
+ if (frameState.invertClassificationColor.alpha === 1.0) {
2581
+ // Fullscreen pass to copy unclassified fragments when alpha == 1.0
2582
+ scene._invertClassification.executeUnclassified(context, passState);
2583
+ }
2584
+
2585
+ // Clear stencil set by the classification for the next classification pass
2586
+ if (length > 0 && context.stencilBuffer) {
2587
+ clearClassificationStencil.execute(context, passState);
2588
+ }
2589
+
2590
+ // Draw style over classification.
2591
+ us.updatePass(Pass.CESIUM_3D_TILE_CLASSIFICATION);
2592
+ commands = frustumCommands.commands[Pass.CESIUM_3D_TILE_CLASSIFICATION];
2593
+ length = frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION];
2594
+ for (j = 0; j < length; ++j) {
2595
+ executeCommand(commands[j], scene, context, passState);
2596
+ }
2597
+ }
2598
+
2599
+ if (length > 0 && context.stencilBuffer) {
2600
+ clearStencil.execute(context, passState);
2601
+ }
2602
+
2603
+ us.updatePass(Pass.OPAQUE);
2604
+ commands = frustumCommands.commands[Pass.OPAQUE];
2605
+ length = frustumCommands.indices[Pass.OPAQUE];
2606
+ for (j = 0; j < length; ++j) {
2607
+ executeCommand(commands[j], scene, context, passState);
2608
+ }
2609
+
2610
+ if (index !== 0 && scene.mode !== SceneMode.SCENE2D) {
2611
+ // Do not overlap frustums in the translucent pass to avoid blending artifacts
2612
+ frustum.near = frustumCommands.near;
2613
+ us.updateFrustum(frustum);
2614
+ }
2615
+
2616
+ let invertClassification;
2617
+ if (
2618
+ !picking &&
2619
+ environmentState.useInvertClassification &&
2620
+ frameState.invertClassificationColor.alpha < 1.0
2621
+ ) {
2622
+ // Fullscreen pass to copy unclassified fragments when alpha < 1.0.
2623
+ // Not executed when undefined.
2624
+ invertClassification = scene._invertClassification;
2625
+ }
2626
+
2627
+ us.updatePass(Pass.TRANSLUCENT);
2628
+ commands = frustumCommands.commands[Pass.TRANSLUCENT];
2629
+ commands.length = frustumCommands.indices[Pass.TRANSLUCENT];
2630
+ executeTranslucentCommands(
2631
+ scene,
2632
+ executeCommand,
2633
+ passState,
2634
+ commands,
2635
+ invertClassification
2636
+ );
2637
+
2638
+ // Classification for translucent 3D Tiles
2639
+ const has3DTilesClassificationCommands =
2640
+ frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION] > 0;
2641
+ if (
2642
+ has3DTilesClassificationCommands &&
2643
+ view.translucentTileClassification.isSupported()
2644
+ ) {
2645
+ view.translucentTileClassification.executeTranslucentCommands(
2646
+ scene,
2647
+ executeCommand,
2648
+ passState,
2649
+ commands,
2650
+ globeDepth.depthStencilTexture
2651
+ );
2652
+ view.translucentTileClassification.executeClassificationCommands(
2653
+ scene,
2654
+ executeCommand,
2655
+ passState,
2656
+ frustumCommands
2657
+ );
2658
+ }
2659
+
2660
+ if (
2661
+ context.depthTexture &&
2662
+ scene.useDepthPicking &&
2663
+ (environmentState.useGlobeDepthFramebuffer ||
2664
+ renderTranslucentDepthForPick)
2665
+ ) {
2666
+ // PERFORMANCE_IDEA: Use MRT to avoid the extra copy.
2667
+ const depthStencilTexture = globeDepth.depthStencilTexture;
2668
+ const pickDepth = scene._picking.getPickDepth(scene, index);
2669
+ pickDepth.update(context, depthStencilTexture);
2670
+ pickDepth.executeCopyDepth(context, passState);
2671
+ }
2672
+
2673
+ if (picking || !usePostProcessSelected) {
2674
+ continue;
2675
+ }
2676
+
2677
+ const originalFramebuffer = passState.framebuffer;
2678
+ passState.framebuffer = view.sceneFramebuffer.getIdFramebuffer();
2679
+
2680
+ // reset frustum
2681
+ frustum.near =
2682
+ index !== 0
2683
+ ? frustumCommands.near * scene.opaqueFrustumNearOffset
2684
+ : frustumCommands.near;
2685
+ frustum.far = frustumCommands.far;
2686
+ us.updateFrustum(frustum);
2687
+
2688
+ us.updatePass(Pass.GLOBE);
2689
+ commands = frustumCommands.commands[Pass.GLOBE];
2690
+ length = frustumCommands.indices[Pass.GLOBE];
2691
+
2692
+ if (globeTranslucent) {
2693
+ globeTranslucencyState.executeGlobeCommands(
2694
+ frustumCommands,
2695
+ executeIdCommand,
2696
+ globeTranslucencyFramebuffer,
2697
+ scene,
2698
+ passState
2699
+ );
2700
+ } else {
2701
+ for (j = 0; j < length; ++j) {
2702
+ executeIdCommand(commands[j], scene, context, passState);
2703
+ }
2704
+ }
2705
+
2706
+ if (clearGlobeDepth) {
2707
+ clearDepth.framebuffer = passState.framebuffer;
2708
+ clearDepth.execute(context, passState);
2709
+ clearDepth.framebuffer = undefined;
2710
+ }
2711
+
2712
+ if (clearGlobeDepth && useDepthPlane) {
2713
+ depthPlane.execute(context, passState);
2714
+ }
2715
+
2716
+ us.updatePass(Pass.CESIUM_3D_TILE);
2717
+ commands = frustumCommands.commands[Pass.CESIUM_3D_TILE];
2718
+ length = frustumCommands.indices[Pass.CESIUM_3D_TILE];
2719
+ for (j = 0; j < length; ++j) {
2720
+ executeIdCommand(commands[j], scene, context, passState);
2721
+ }
2722
+
2723
+ us.updatePass(Pass.OPAQUE);
2724
+ commands = frustumCommands.commands[Pass.OPAQUE];
2725
+ length = frustumCommands.indices[Pass.OPAQUE];
2726
+ for (j = 0; j < length; ++j) {
2727
+ executeIdCommand(commands[j], scene, context, passState);
2728
+ }
2729
+
2730
+ us.updatePass(Pass.TRANSLUCENT);
2731
+ commands = frustumCommands.commands[Pass.TRANSLUCENT];
2732
+ length = frustumCommands.indices[Pass.TRANSLUCENT];
2733
+ for (j = 0; j < length; ++j) {
2734
+ executeIdCommand(commands[j], scene, context, passState);
2735
+ }
2736
+
2737
+ passState.framebuffer = originalFramebuffer;
2738
+ }
2739
+ }
2740
+
2741
+ function executeComputeCommands(scene) {
2742
+ const us = scene.context.uniformState;
2743
+ us.updatePass(Pass.COMPUTE);
2744
+
2745
+ const sunComputeCommand = scene._environmentState.sunComputeCommand;
2746
+ if (defined(sunComputeCommand)) {
2747
+ sunComputeCommand.execute(scene._computeEngine);
2748
+ }
2749
+
2750
+ const commandList = scene._computeCommandList;
2751
+ const length = commandList.length;
2752
+ for (let i = 0; i < length; ++i) {
2753
+ commandList[i].execute(scene._computeEngine);
2754
+ }
2755
+ }
2756
+
2757
+ function executeOverlayCommands(scene, passState) {
2758
+ const us = scene.context.uniformState;
2759
+ us.updatePass(Pass.OVERLAY);
2760
+
2761
+ const context = scene.context;
2762
+ const commandList = scene._overlayCommandList;
2763
+ const length = commandList.length;
2764
+ for (let i = 0; i < length; ++i) {
2765
+ commandList[i].execute(context, passState);
2766
+ }
2767
+ }
2768
+
2769
+ function insertShadowCastCommands(scene, commandList, shadowMap) {
2770
+ const shadowVolume = shadowMap.shadowMapCullingVolume;
2771
+ const isPointLight = shadowMap.isPointLight;
2772
+ const passes = shadowMap.passes;
2773
+ const numberOfPasses = passes.length;
2774
+
2775
+ const length = commandList.length;
2776
+ for (let i = 0; i < length; ++i) {
2777
+ const command = commandList[i];
2778
+ scene.updateDerivedCommands(command);
2779
+
2780
+ if (
2781
+ command.castShadows &&
2782
+ (command.pass === Pass.GLOBE ||
2783
+ command.pass === Pass.CESIUM_3D_TILE ||
2784
+ command.pass === Pass.OPAQUE ||
2785
+ command.pass === Pass.TRANSLUCENT)
2786
+ ) {
2787
+ if (scene.isVisible(command, shadowVolume)) {
2788
+ if (isPointLight) {
2789
+ for (let k = 0; k < numberOfPasses; ++k) {
2790
+ passes[k].commandList.push(command);
2791
+ }
2792
+ } else if (numberOfPasses === 1) {
2793
+ passes[0].commandList.push(command);
2794
+ } else {
2795
+ let wasVisible = false;
2796
+ // Loop over cascades from largest to smallest
2797
+ for (let j = numberOfPasses - 1; j >= 0; --j) {
2798
+ const cascadeVolume = passes[j].cullingVolume;
2799
+ if (scene.isVisible(command, cascadeVolume)) {
2800
+ passes[j].commandList.push(command);
2801
+ wasVisible = true;
2802
+ } else if (wasVisible) {
2803
+ // If it was visible in the previous cascade but now isn't
2804
+ // then there is no need to check any more cascades
2805
+ break;
2806
+ }
2807
+ }
2808
+ }
2809
+ }
2810
+ }
2811
+ }
2812
+ }
2813
+
2814
+ function executeShadowMapCastCommands(scene) {
2815
+ const frameState = scene.frameState;
2816
+ const shadowMaps = frameState.shadowState.shadowMaps;
2817
+ const shadowMapLength = shadowMaps.length;
2818
+
2819
+ if (!frameState.shadowState.shadowsEnabled) {
2820
+ return;
2821
+ }
2822
+
2823
+ const context = scene.context;
2824
+ const uniformState = context.uniformState;
2825
+
2826
+ for (let i = 0; i < shadowMapLength; ++i) {
2827
+ const shadowMap = shadowMaps[i];
2828
+ if (shadowMap.outOfView) {
2829
+ continue;
2830
+ }
2831
+
2832
+ // Reset the command lists
2833
+ const passes = shadowMap.passes;
2834
+ const numberOfPasses = passes.length;
2835
+ for (let j = 0; j < numberOfPasses; ++j) {
2836
+ passes[j].commandList.length = 0;
2837
+ }
2838
+
2839
+ // Insert the primitive/model commands into the command lists
2840
+ const sceneCommands = scene.frameState.commandList;
2841
+ insertShadowCastCommands(scene, sceneCommands, shadowMap);
2842
+
2843
+ for (let j = 0; j < numberOfPasses; ++j) {
2844
+ const pass = shadowMap.passes[j];
2845
+ uniformState.updateCamera(pass.camera);
2846
+ shadowMap.updatePass(context, j);
2847
+ const numberOfCommands = pass.commandList.length;
2848
+ for (let k = 0; k < numberOfCommands; ++k) {
2849
+ const command = pass.commandList[k];
2850
+ // Set the correct pass before rendering into the shadow map because some shaders
2851
+ // conditionally render based on whether the pass is translucent or opaque.
2852
+ uniformState.updatePass(command.pass);
2853
+ executeCommand(
2854
+ command.derivedCommands.shadows.castCommands[i],
2855
+ scene,
2856
+ context,
2857
+ pass.passState
2858
+ );
2859
+ }
2860
+ }
2861
+ }
2862
+ }
2863
+
2864
+ const scratchEyeTranslation = new Cartesian3();
2865
+
2866
+ /**
2867
+ * @private
2868
+ */
2869
+ Scene.prototype.updateAndExecuteCommands = function (
2870
+ passState,
2871
+ backgroundColor
2872
+ ) {
2873
+ const frameState = this._frameState;
2874
+ const mode = frameState.mode;
2875
+ const useWebVR = this._environmentState.useWebVR;
2876
+
2877
+ if (useWebVR) {
2878
+ executeWebVRCommands(this, passState, backgroundColor);
2879
+ } else if (
2880
+ mode !== SceneMode.SCENE2D ||
2881
+ this._mapMode2D === MapMode2D.ROTATE
2882
+ ) {
2883
+ executeCommandsInViewport(true, this, passState, backgroundColor);
2884
+ } else {
2885
+ updateAndClearFramebuffers(this, passState, backgroundColor);
2886
+ execute2DViewportCommands(this, passState);
2887
+ }
2888
+ };
2889
+
2890
+ function executeWebVRCommands(scene, passState, backgroundColor) {
2891
+ const view = scene._view;
2892
+ const camera = view.camera;
2893
+ const environmentState = scene._environmentState;
2894
+ const renderTranslucentDepthForPick =
2895
+ environmentState.renderTranslucentDepthForPick;
2896
+
2897
+ updateAndClearFramebuffers(scene, passState, backgroundColor);
2898
+
2899
+ updateAndRenderPrimitives(scene);
2900
+
2901
+ view.createPotentiallyVisibleSet(scene);
2902
+
2903
+ executeComputeCommands(scene);
2904
+
2905
+ if (!renderTranslucentDepthForPick) {
2906
+ executeShadowMapCastCommands(scene);
2907
+ }
2908
+
2909
+ // Based on Calculating Stereo pairs by Paul Bourke
2910
+ // http://paulbourke.net/stereographics/stereorender/
2911
+ const viewport = passState.viewport;
2912
+ viewport.x = 0;
2913
+ viewport.y = 0;
2914
+ viewport.width = viewport.width * 0.5;
2915
+
2916
+ const savedCamera = Camera.clone(camera, scene._cameraVR);
2917
+ savedCamera.frustum = camera.frustum;
2918
+
2919
+ const near = camera.frustum.near;
2920
+ const fo = near * defaultValue(scene.focalLength, 5.0);
2921
+ const eyeSeparation = defaultValue(scene.eyeSeparation, fo / 30.0);
2922
+ const eyeTranslation = Cartesian3.multiplyByScalar(
2923
+ savedCamera.right,
2924
+ eyeSeparation * 0.5,
2925
+ scratchEyeTranslation
2926
+ );
2927
+
2928
+ camera.frustum.aspectRatio = viewport.width / viewport.height;
2929
+
2930
+ const offset = (0.5 * eyeSeparation * near) / fo;
2931
+
2932
+ Cartesian3.add(savedCamera.position, eyeTranslation, camera.position);
2933
+ camera.frustum.xOffset = offset;
2934
+
2935
+ executeCommands(scene, passState);
2936
+
2937
+ viewport.x = viewport.width;
2938
+
2939
+ Cartesian3.subtract(savedCamera.position, eyeTranslation, camera.position);
2940
+ camera.frustum.xOffset = -offset;
2941
+
2942
+ executeCommands(scene, passState);
2943
+
2944
+ Camera.clone(savedCamera, camera);
2945
+ }
2946
+
2947
+ const scratch2DViewportCartographic = new Cartographic(
2948
+ Math.PI,
2949
+ CesiumMath.PI_OVER_TWO
2950
+ );
2951
+ const scratch2DViewportMaxCoord = new Cartesian3();
2952
+ const scratch2DViewportSavedPosition = new Cartesian3();
2953
+ const scratch2DViewportTransform = new Matrix4();
2954
+ const scratch2DViewportCameraTransform = new Matrix4();
2955
+ const scratch2DViewportEyePoint = new Cartesian3();
2956
+ const scratch2DViewportWindowCoords = new Cartesian3();
2957
+ const scratch2DViewport = new BoundingRectangle();
2958
+
2959
+ function execute2DViewportCommands(scene, passState) {
2960
+ const context = scene.context;
2961
+ const frameState = scene.frameState;
2962
+ const camera = scene.camera;
2963
+
2964
+ const originalViewport = passState.viewport;
2965
+ const viewport = BoundingRectangle.clone(originalViewport, scratch2DViewport);
2966
+ passState.viewport = viewport;
2967
+
2968
+ const maxCartographic = scratch2DViewportCartographic;
2969
+ const maxCoord = scratch2DViewportMaxCoord;
2970
+
2971
+ const projection = scene.mapProjection;
2972
+ projection.project(maxCartographic, maxCoord);
2973
+
2974
+ const position = Cartesian3.clone(
2975
+ camera.position,
2976
+ scratch2DViewportSavedPosition
2977
+ );
2978
+ const transform = Matrix4.clone(
2979
+ camera.transform,
2980
+ scratch2DViewportCameraTransform
2981
+ );
2982
+ const frustum = camera.frustum.clone();
2983
+
2984
+ camera._setTransform(Matrix4.IDENTITY);
2985
+
2986
+ const viewportTransformation = Matrix4.computeViewportTransformation(
2987
+ viewport,
2988
+ 0.0,
2989
+ 1.0,
2990
+ scratch2DViewportTransform
2991
+ );
2992
+ const projectionMatrix = camera.frustum.projectionMatrix;
2993
+
2994
+ const x = camera.positionWC.y;
2995
+ const eyePoint = Cartesian3.fromElements(
2996
+ CesiumMath.sign(x) * maxCoord.x - x,
2997
+ 0.0,
2998
+ -camera.positionWC.x,
2999
+ scratch2DViewportEyePoint
3000
+ );
3001
+ const windowCoordinates = Transforms.pointToGLWindowCoordinates(
3002
+ projectionMatrix,
3003
+ viewportTransformation,
3004
+ eyePoint,
3005
+ scratch2DViewportWindowCoords
3006
+ );
3007
+
3008
+ windowCoordinates.x = Math.floor(windowCoordinates.x);
3009
+
3010
+ const viewportX = viewport.x;
3011
+ const viewportWidth = viewport.width;
3012
+
3013
+ if (
3014
+ x === 0.0 ||
3015
+ windowCoordinates.x <= viewportX ||
3016
+ windowCoordinates.x >= viewportX + viewportWidth
3017
+ ) {
3018
+ executeCommandsInViewport(true, scene, passState);
3019
+ } else if (
3020
+ Math.abs(viewportX + viewportWidth * 0.5 - windowCoordinates.x) < 1.0
3021
+ ) {
3022
+ viewport.width = windowCoordinates.x - viewport.x;
3023
+
3024
+ camera.position.x *= CesiumMath.sign(camera.position.x);
3025
+
3026
+ camera.frustum.right = 0.0;
3027
+
3028
+ frameState.cullingVolume = camera.frustum.computeCullingVolume(
3029
+ camera.positionWC,
3030
+ camera.directionWC,
3031
+ camera.upWC
3032
+ );
3033
+ context.uniformState.update(frameState);
3034
+
3035
+ executeCommandsInViewport(true, scene, passState);
3036
+
3037
+ viewport.x = windowCoordinates.x;
3038
+
3039
+ camera.position.x = -camera.position.x;
3040
+
3041
+ camera.frustum.right = -camera.frustum.left;
3042
+ camera.frustum.left = 0.0;
3043
+
3044
+ frameState.cullingVolume = camera.frustum.computeCullingVolume(
3045
+ camera.positionWC,
3046
+ camera.directionWC,
3047
+ camera.upWC
3048
+ );
3049
+ context.uniformState.update(frameState);
3050
+
3051
+ executeCommandsInViewport(false, scene, passState);
3052
+ } else if (windowCoordinates.x > viewportX + viewportWidth * 0.5) {
3053
+ viewport.width = windowCoordinates.x - viewportX;
3054
+
3055
+ const right = camera.frustum.right;
3056
+ camera.frustum.right = maxCoord.x - x;
3057
+
3058
+ frameState.cullingVolume = camera.frustum.computeCullingVolume(
3059
+ camera.positionWC,
3060
+ camera.directionWC,
3061
+ camera.upWC
3062
+ );
3063
+ context.uniformState.update(frameState);
3064
+
3065
+ executeCommandsInViewport(true, scene, passState);
3066
+
3067
+ viewport.x = windowCoordinates.x;
3068
+ viewport.width = viewportX + viewportWidth - windowCoordinates.x;
3069
+
3070
+ camera.position.x = -camera.position.x;
3071
+
3072
+ camera.frustum.left = -camera.frustum.right;
3073
+ camera.frustum.right = right - camera.frustum.right * 2.0;
3074
+
3075
+ frameState.cullingVolume = camera.frustum.computeCullingVolume(
3076
+ camera.positionWC,
3077
+ camera.directionWC,
3078
+ camera.upWC
3079
+ );
3080
+ context.uniformState.update(frameState);
3081
+
3082
+ executeCommandsInViewport(false, scene, passState);
3083
+ } else {
3084
+ viewport.x = windowCoordinates.x;
3085
+ viewport.width = viewportX + viewportWidth - windowCoordinates.x;
3086
+
3087
+ const left = camera.frustum.left;
3088
+ camera.frustum.left = -maxCoord.x - x;
3089
+
3090
+ frameState.cullingVolume = camera.frustum.computeCullingVolume(
3091
+ camera.positionWC,
3092
+ camera.directionWC,
3093
+ camera.upWC
3094
+ );
3095
+ context.uniformState.update(frameState);
3096
+
3097
+ executeCommandsInViewport(true, scene, passState);
3098
+
3099
+ viewport.x = viewportX;
3100
+ viewport.width = windowCoordinates.x - viewportX;
3101
+
3102
+ camera.position.x = -camera.position.x;
3103
+
3104
+ camera.frustum.right = -camera.frustum.left;
3105
+ camera.frustum.left = left - camera.frustum.left * 2.0;
3106
+
3107
+ frameState.cullingVolume = camera.frustum.computeCullingVolume(
3108
+ camera.positionWC,
3109
+ camera.directionWC,
3110
+ camera.upWC
3111
+ );
3112
+ context.uniformState.update(frameState);
3113
+
3114
+ executeCommandsInViewport(false, scene, passState);
3115
+ }
3116
+
3117
+ camera._setTransform(transform);
3118
+ Cartesian3.clone(position, camera.position);
3119
+ camera.frustum = frustum.clone();
3120
+ passState.viewport = originalViewport;
3121
+ }
3122
+
3123
+ function executeCommandsInViewport(
3124
+ firstViewport,
3125
+ scene,
3126
+ passState,
3127
+ backgroundColor
3128
+ ) {
3129
+ const environmentState = scene._environmentState;
3130
+ const view = scene._view;
3131
+ const renderTranslucentDepthForPick =
3132
+ environmentState.renderTranslucentDepthForPick;
3133
+
3134
+ if (!firstViewport) {
3135
+ scene.frameState.commandList.length = 0;
3136
+ }
3137
+
3138
+ updateAndRenderPrimitives(scene);
3139
+
3140
+ view.createPotentiallyVisibleSet(scene);
3141
+
3142
+ if (firstViewport) {
3143
+ if (defined(backgroundColor)) {
3144
+ updateAndClearFramebuffers(scene, passState, backgroundColor);
3145
+ }
3146
+ executeComputeCommands(scene);
3147
+ if (!renderTranslucentDepthForPick) {
3148
+ executeShadowMapCastCommands(scene);
3149
+ }
3150
+ }
3151
+
3152
+ executeCommands(scene, passState);
3153
+ }
3154
+
3155
+ const scratchCullingVolume = new CullingVolume();
3156
+
3157
+ /**
3158
+ * @private
3159
+ */
3160
+ Scene.prototype.updateEnvironment = function () {
3161
+ const frameState = this._frameState;
3162
+ const view = this._view;
3163
+
3164
+ // Update celestial and terrestrial environment effects.
3165
+ const environmentState = this._environmentState;
3166
+ const renderPass = frameState.passes.render;
3167
+ const offscreenPass = frameState.passes.offscreen;
3168
+ const skyAtmosphere = this.skyAtmosphere;
3169
+ const globe = this.globe;
3170
+ const globeTranslucencyState = this._globeTranslucencyState;
3171
+
3172
+ if (
3173
+ !renderPass ||
3174
+ (this._mode !== SceneMode.SCENE2D &&
3175
+ view.camera.frustum instanceof OrthographicFrustum) ||
3176
+ !globeTranslucencyState.environmentVisible
3177
+ ) {
3178
+ environmentState.skyAtmosphereCommand = undefined;
3179
+ environmentState.skyBoxCommand = undefined;
3180
+ environmentState.sunDrawCommand = undefined;
3181
+ environmentState.sunComputeCommand = undefined;
3182
+ environmentState.moonCommand = undefined;
3183
+ } else {
3184
+ if (defined(skyAtmosphere)) {
3185
+ if (defined(globe)) {
3186
+ skyAtmosphere.setDynamicAtmosphereColor(
3187
+ globe.enableLighting && globe.dynamicAtmosphereLighting,
3188
+ globe.dynamicAtmosphereLightingFromSun
3189
+ );
3190
+ environmentState.isReadyForAtmosphere =
3191
+ environmentState.isReadyForAtmosphere ||
3192
+ globe._surface._tilesToRender.length > 0;
3193
+ }
3194
+ environmentState.skyAtmosphereCommand = skyAtmosphere.update(
3195
+ frameState,
3196
+ globe
3197
+ );
3198
+ if (defined(environmentState.skyAtmosphereCommand)) {
3199
+ this.updateDerivedCommands(environmentState.skyAtmosphereCommand);
3200
+ }
3201
+ } else {
3202
+ environmentState.skyAtmosphereCommand = undefined;
3203
+ }
3204
+
3205
+ environmentState.skyBoxCommand = defined(this.skyBox)
3206
+ ? this.skyBox.update(frameState, this._hdr)
3207
+ : undefined;
3208
+ const sunCommands = defined(this.sun)
3209
+ ? this.sun.update(frameState, view.passState, this._hdr)
3210
+ : undefined;
3211
+ environmentState.sunDrawCommand = defined(sunCommands)
3212
+ ? sunCommands.drawCommand
3213
+ : undefined;
3214
+ environmentState.sunComputeCommand = defined(sunCommands)
3215
+ ? sunCommands.computeCommand
3216
+ : undefined;
3217
+ environmentState.moonCommand = defined(this.moon)
3218
+ ? this.moon.update(frameState)
3219
+ : undefined;
3220
+ }
3221
+
3222
+ const clearGlobeDepth = (environmentState.clearGlobeDepth =
3223
+ defined(globe) &&
3224
+ globe.show &&
3225
+ (!globe.depthTestAgainstTerrain || this.mode === SceneMode.SCENE2D));
3226
+ const useDepthPlane = (environmentState.useDepthPlane =
3227
+ clearGlobeDepth &&
3228
+ this.mode === SceneMode.SCENE3D &&
3229
+ globeTranslucencyState.useDepthPlane);
3230
+ if (useDepthPlane) {
3231
+ // Update the depth plane that is rendered in 3D when the primitives are
3232
+ // not depth tested against terrain so primitives on the backface
3233
+ // of the globe are not picked.
3234
+ this._depthPlane.update(frameState);
3235
+ }
3236
+
3237
+ environmentState.renderTranslucentDepthForPick = false;
3238
+ environmentState.useWebVR =
3239
+ this._useWebVR && this.mode !== SceneMode.SCENE2D && !offscreenPass;
3240
+
3241
+ const occluder =
3242
+ frameState.mode === SceneMode.SCENE3D &&
3243
+ !globeTranslucencyState.sunVisibleThroughGlobe
3244
+ ? frameState.occluder
3245
+ : undefined;
3246
+ let cullingVolume = frameState.cullingVolume;
3247
+
3248
+ // get user culling volume minus the far plane.
3249
+ const planes = scratchCullingVolume.planes;
3250
+ for (let k = 0; k < 5; ++k) {
3251
+ planes[k] = cullingVolume.planes[k];
3252
+ }
3253
+ cullingVolume = scratchCullingVolume;
3254
+
3255
+ // Determine visibility of celestial and terrestrial environment effects.
3256
+ environmentState.isSkyAtmosphereVisible =
3257
+ defined(environmentState.skyAtmosphereCommand) &&
3258
+ environmentState.isReadyForAtmosphere;
3259
+ environmentState.isSunVisible = this.isVisible(
3260
+ environmentState.sunDrawCommand,
3261
+ cullingVolume,
3262
+ occluder
3263
+ );
3264
+ environmentState.isMoonVisible = this.isVisible(
3265
+ environmentState.moonCommand,
3266
+ cullingVolume,
3267
+ occluder
3268
+ );
3269
+
3270
+ const envMaps = this.specularEnvironmentMaps;
3271
+ let envMapAtlas = this._specularEnvironmentMapAtlas;
3272
+ if (
3273
+ defined(envMaps) &&
3274
+ (!defined(envMapAtlas) || envMapAtlas.url !== envMaps)
3275
+ ) {
3276
+ envMapAtlas = envMapAtlas && envMapAtlas.destroy();
3277
+ this._specularEnvironmentMapAtlas = new OctahedralProjectedCubeMap(envMaps);
3278
+ } else if (!defined(envMaps) && defined(envMapAtlas)) {
3279
+ envMapAtlas.destroy();
3280
+ this._specularEnvironmentMapAtlas = undefined;
3281
+ }
3282
+
3283
+ if (defined(this._specularEnvironmentMapAtlas)) {
3284
+ this._specularEnvironmentMapAtlas.update(frameState);
3285
+ }
3286
+ };
3287
+
3288
+ function updateDebugFrustumPlanes(scene) {
3289
+ const frameState = scene._frameState;
3290
+ if (scene.debugShowFrustumPlanes !== scene._debugShowFrustumPlanes) {
3291
+ if (scene.debugShowFrustumPlanes) {
3292
+ scene._debugFrustumPlanes = new DebugCameraPrimitive({
3293
+ camera: scene.camera,
3294
+ updateOnChange: false,
3295
+ frustumSplits: frameState.frustumSplits,
3296
+ });
3297
+ } else {
3298
+ scene._debugFrustumPlanes =
3299
+ scene._debugFrustumPlanes && scene._debugFrustumPlanes.destroy();
3300
+ }
3301
+ scene._debugShowFrustumPlanes = scene.debugShowFrustumPlanes;
3302
+ }
3303
+
3304
+ if (defined(scene._debugFrustumPlanes)) {
3305
+ scene._debugFrustumPlanes.update(frameState);
3306
+ }
3307
+ }
3308
+
3309
+ function updateShadowMaps(scene) {
3310
+ const frameState = scene._frameState;
3311
+ const shadowMaps = frameState.shadowMaps;
3312
+ const length = shadowMaps.length;
3313
+
3314
+ const shadowsEnabled =
3315
+ length > 0 && !frameState.passes.pick && scene.mode === SceneMode.SCENE3D;
3316
+ if (shadowsEnabled !== frameState.shadowState.shadowsEnabled) {
3317
+ // Update derived commands when shadowsEnabled changes
3318
+ ++frameState.shadowState.lastDirtyTime;
3319
+ frameState.shadowState.shadowsEnabled = shadowsEnabled;
3320
+ }
3321
+
3322
+ frameState.shadowState.lightShadowsEnabled = false;
3323
+
3324
+ if (!shadowsEnabled) {
3325
+ return;
3326
+ }
3327
+
3328
+ // Check if the shadow maps are different than the shadow maps last frame.
3329
+ // If so, the derived commands need to be updated.
3330
+ for (let j = 0; j < length; ++j) {
3331
+ if (shadowMaps[j] !== frameState.shadowState.shadowMaps[j]) {
3332
+ ++frameState.shadowState.lastDirtyTime;
3333
+ break;
3334
+ }
3335
+ }
3336
+
3337
+ frameState.shadowState.shadowMaps.length = 0;
3338
+ frameState.shadowState.lightShadowMaps.length = 0;
3339
+
3340
+ for (let i = 0; i < length; ++i) {
3341
+ const shadowMap = shadowMaps[i];
3342
+ shadowMap.update(frameState);
3343
+
3344
+ frameState.shadowState.shadowMaps.push(shadowMap);
3345
+
3346
+ if (shadowMap.fromLightSource) {
3347
+ frameState.shadowState.lightShadowMaps.push(shadowMap);
3348
+ frameState.shadowState.lightShadowsEnabled = true;
3349
+ }
3350
+
3351
+ if (shadowMap.dirty) {
3352
+ ++frameState.shadowState.lastDirtyTime;
3353
+ shadowMap.dirty = false;
3354
+ }
3355
+ }
3356
+ }
3357
+
3358
+ function updateAndRenderPrimitives(scene) {
3359
+ const frameState = scene._frameState;
3360
+
3361
+ scene._groundPrimitives.update(frameState);
3362
+ scene._primitives.update(frameState);
3363
+
3364
+ updateDebugFrustumPlanes(scene);
3365
+ updateShadowMaps(scene);
3366
+
3367
+ if (scene._globe) {
3368
+ scene._globe.render(frameState);
3369
+ }
3370
+ }
3371
+
3372
+ function updateAndClearFramebuffers(scene, passState, clearColor) {
3373
+ const context = scene._context;
3374
+ const frameState = scene._frameState;
3375
+ const environmentState = scene._environmentState;
3376
+ const view = scene._view;
3377
+
3378
+ const passes = scene._frameState.passes;
3379
+ const picking = passes.pick;
3380
+ if (defined(view.globeDepth)) {
3381
+ view.globeDepth.picking = picking;
3382
+ }
3383
+ const useWebVR = environmentState.useWebVR;
3384
+
3385
+ // Preserve the reference to the original framebuffer.
3386
+ environmentState.originalFramebuffer = passState.framebuffer;
3387
+
3388
+ // Manage sun bloom post-processing effect.
3389
+ if (defined(scene.sun) && scene.sunBloom !== scene._sunBloom) {
3390
+ if (scene.sunBloom && !useWebVR) {
3391
+ scene._sunPostProcess = new SunPostProcess();
3392
+ } else if (defined(scene._sunPostProcess)) {
3393
+ scene._sunPostProcess = scene._sunPostProcess.destroy();
3394
+ }
3395
+
3396
+ scene._sunBloom = scene.sunBloom;
3397
+ } else if (!defined(scene.sun) && defined(scene._sunPostProcess)) {
3398
+ scene._sunPostProcess = scene._sunPostProcess.destroy();
3399
+ scene._sunBloom = false;
3400
+ }
3401
+
3402
+ // Clear the pass state framebuffer.
3403
+ const clear = scene._clearColorCommand;
3404
+ Color.clone(clearColor, clear.color);
3405
+ clear.execute(context, passState);
3406
+
3407
+ // Update globe depth rendering based on the current context and clear the globe depth framebuffer.
3408
+ // Globe depth is copied for the pick pass to support picking batched geometries in GroundPrimitives.
3409
+ const useGlobeDepthFramebuffer = (environmentState.useGlobeDepthFramebuffer = defined(
3410
+ view.globeDepth
3411
+ ));
3412
+ if (useGlobeDepthFramebuffer) {
3413
+ view.globeDepth.update(
3414
+ context,
3415
+ passState,
3416
+ view.viewport,
3417
+ scene.msaaSamples,
3418
+ scene._hdr,
3419
+ environmentState.clearGlobeDepth
3420
+ );
3421
+ view.globeDepth.clear(context, passState, clearColor);
3422
+ }
3423
+
3424
+ // If supported, configure OIT to use the globe depth framebuffer and clear the OIT framebuffer.
3425
+ const oit = view.oit;
3426
+ const useOIT = (environmentState.useOIT =
3427
+ !picking && defined(oit) && oit.isSupported());
3428
+ if (useOIT) {
3429
+ oit.update(
3430
+ context,
3431
+ passState,
3432
+ view.globeDepth.colorFramebufferManager,
3433
+ scene._hdr,
3434
+ scene.msaaSamples
3435
+ );
3436
+ oit.clear(context, passState, clearColor);
3437
+ environmentState.useOIT = oit.isSupported();
3438
+ }
3439
+
3440
+ const postProcess = scene.postProcessStages;
3441
+ let usePostProcess = (environmentState.usePostProcess =
3442
+ !picking &&
3443
+ (scene._hdr ||
3444
+ postProcess.length > 0 ||
3445
+ postProcess.ambientOcclusion.enabled ||
3446
+ postProcess.fxaa.enabled ||
3447
+ postProcess.bloom.enabled));
3448
+ environmentState.usePostProcessSelected = false;
3449
+ if (usePostProcess) {
3450
+ view.sceneFramebuffer.update(
3451
+ context,
3452
+ view.viewport,
3453
+ scene._hdr,
3454
+ scene.msaaSamples
3455
+ );
3456
+ view.sceneFramebuffer.clear(context, passState, clearColor);
3457
+
3458
+ postProcess.update(context, frameState.useLogDepth, scene._hdr);
3459
+ postProcess.clear(context);
3460
+
3461
+ usePostProcess = environmentState.usePostProcess = postProcess.ready;
3462
+ environmentState.usePostProcessSelected =
3463
+ usePostProcess && postProcess.hasSelected;
3464
+ }
3465
+
3466
+ if (environmentState.isSunVisible && scene.sunBloom && !useWebVR) {
3467
+ passState.framebuffer = scene._sunPostProcess.update(passState);
3468
+ scene._sunPostProcess.clear(context, passState, clearColor);
3469
+ } else if (useGlobeDepthFramebuffer) {
3470
+ passState.framebuffer = view.globeDepth.framebuffer;
3471
+ } else if (usePostProcess) {
3472
+ passState.framebuffer = view.sceneFramebuffer.framebuffer;
3473
+ }
3474
+
3475
+ if (defined(passState.framebuffer)) {
3476
+ clear.execute(context, passState);
3477
+ }
3478
+
3479
+ const useInvertClassification = (environmentState.useInvertClassification =
3480
+ !picking && defined(passState.framebuffer) && scene.invertClassification);
3481
+ if (useInvertClassification) {
3482
+ let depthFramebuffer;
3483
+ if (scene.frameState.invertClassificationColor.alpha === 1.0) {
3484
+ if (environmentState.useGlobeDepthFramebuffer) {
3485
+ depthFramebuffer = view.globeDepth.framebuffer;
3486
+ }
3487
+ }
3488
+
3489
+ if (defined(depthFramebuffer) || context.depthTexture) {
3490
+ scene._invertClassification.previousFramebuffer = depthFramebuffer;
3491
+ scene._invertClassification.update(
3492
+ context,
3493
+ scene.msaaSamples,
3494
+ view.globeDepth.colorFramebufferManager
3495
+ );
3496
+ scene._invertClassification.clear(context, passState);
3497
+
3498
+ if (scene.frameState.invertClassificationColor.alpha < 1.0 && useOIT) {
3499
+ const command = scene._invertClassification.unclassifiedCommand;
3500
+ const derivedCommands = command.derivedCommands;
3501
+ derivedCommands.oit = oit.createDerivedCommands(
3502
+ command,
3503
+ context,
3504
+ derivedCommands.oit
3505
+ );
3506
+ }
3507
+ } else {
3508
+ environmentState.useInvertClassification = false;
3509
+ }
3510
+ }
3511
+
3512
+ if (scene._globeTranslucencyState.translucent) {
3513
+ view.globeTranslucencyFramebuffer.updateAndClear(
3514
+ scene._hdr,
3515
+ view.viewport,
3516
+ context,
3517
+ passState
3518
+ );
3519
+ }
3520
+ }
3521
+
3522
+ /**
3523
+ * @private
3524
+ */
3525
+ Scene.prototype.resolveFramebuffers = function (passState) {
3526
+ const context = this._context;
3527
+ const environmentState = this._environmentState;
3528
+ const view = this._view;
3529
+ const globeDepth = view.globeDepth;
3530
+ if (defined(globeDepth)) {
3531
+ globeDepth.prepareColorTextures(context);
3532
+ }
3533
+
3534
+ const useOIT = environmentState.useOIT;
3535
+ const useGlobeDepthFramebuffer = environmentState.useGlobeDepthFramebuffer;
3536
+ const usePostProcess = environmentState.usePostProcess;
3537
+
3538
+ const defaultFramebuffer = environmentState.originalFramebuffer;
3539
+ const globeFramebuffer = useGlobeDepthFramebuffer
3540
+ ? globeDepth.colorFramebufferManager
3541
+ : undefined;
3542
+ const sceneFramebuffer = view.sceneFramebuffer._colorFramebuffer;
3543
+ const idFramebuffer = view.sceneFramebuffer.idFramebuffer;
3544
+
3545
+ if (useOIT) {
3546
+ passState.framebuffer = usePostProcess
3547
+ ? sceneFramebuffer.framebuffer
3548
+ : defaultFramebuffer;
3549
+ view.oit.execute(context, passState);
3550
+ }
3551
+
3552
+ const translucentTileClassification = view.translucentTileClassification;
3553
+ if (
3554
+ translucentTileClassification.hasTranslucentDepth &&
3555
+ translucentTileClassification.isSupported()
3556
+ ) {
3557
+ translucentTileClassification.execute(this, passState);
3558
+ }
3559
+
3560
+ if (usePostProcess) {
3561
+ view.sceneFramebuffer.prepareColorTextures(context);
3562
+ let inputFramebuffer = sceneFramebuffer;
3563
+ if (useGlobeDepthFramebuffer && !useOIT) {
3564
+ inputFramebuffer = globeFramebuffer;
3565
+ }
3566
+
3567
+ const postProcess = this.postProcessStages;
3568
+ const colorTexture = inputFramebuffer.getColorTexture(0);
3569
+ const idTexture = idFramebuffer.getColorTexture(0);
3570
+ const depthTexture = defaultValue(
3571
+ globeFramebuffer,
3572
+ sceneFramebuffer
3573
+ ).getDepthStencilTexture();
3574
+ postProcess.execute(context, colorTexture, depthTexture, idTexture);
3575
+ postProcess.copy(context, defaultFramebuffer);
3576
+ }
3577
+
3578
+ if (!useOIT && !usePostProcess && useGlobeDepthFramebuffer) {
3579
+ passState.framebuffer = defaultFramebuffer;
3580
+ globeDepth.executeCopyColor(context, passState);
3581
+ }
3582
+ };
3583
+
3584
+ function callAfterRenderFunctions(scene) {
3585
+ // Functions are queued up during primitive update and executed here in case
3586
+ // the function modifies scene state that should remain constant over the frame.
3587
+ const functions = scene._frameState.afterRender;
3588
+ for (let i = 0, length = functions.length; i < length; ++i) {
3589
+ const shouldRequestRender = functions[i]();
3590
+ if (shouldRequestRender) {
3591
+ scene.requestRender();
3592
+ }
3593
+ }
3594
+
3595
+ functions.length = 0;
3596
+ }
3597
+
3598
+ function getGlobeHeight(scene) {
3599
+ const globe = scene._globe;
3600
+ const camera = scene.camera;
3601
+ const cartographic = camera.positionCartographic;
3602
+ if (defined(globe) && globe.show && defined(cartographic)) {
3603
+ return globe.getHeight(cartographic);
3604
+ }
3605
+ return undefined;
3606
+ }
3607
+
3608
+ function isCameraUnderground(scene) {
3609
+ const camera = scene.camera;
3610
+ const mode = scene._mode;
3611
+ const globe = scene.globe;
3612
+ const cameraController = scene._screenSpaceCameraController;
3613
+ const cartographic = camera.positionCartographic;
3614
+
3615
+ if (!defined(cartographic)) {
3616
+ return false;
3617
+ }
3618
+
3619
+ if (!cameraController.onMap() && cartographic.height < 0.0) {
3620
+ // The camera can go off the map while in Columbus View.
3621
+ // Make a best guess as to whether it's underground by checking if its height is less than zero.
3622
+ return true;
3623
+ }
3624
+
3625
+ if (
3626
+ !defined(globe) ||
3627
+ !globe.show ||
3628
+ mode === SceneMode.SCENE2D ||
3629
+ mode === SceneMode.MORPHING
3630
+ ) {
3631
+ return false;
3632
+ }
3633
+
3634
+ const globeHeight = scene._globeHeight;
3635
+ return defined(globeHeight) && cartographic.height < globeHeight;
3636
+ }
3637
+
3638
+ /**
3639
+ * @private
3640
+ */
3641
+ Scene.prototype.initializeFrame = function () {
3642
+ // Destroy released shaders and textures once every 120 frames to avoid thrashing the cache
3643
+ if (this._shaderFrameCount++ === 120) {
3644
+ this._shaderFrameCount = 0;
3645
+ this._context.shaderCache.destroyReleasedShaderPrograms();
3646
+ this._context.textureCache.destroyReleasedTextures();
3647
+ }
3648
+
3649
+ this._tweens.update();
3650
+
3651
+ this._globeHeight = getGlobeHeight(this);
3652
+ this._cameraUnderground = isCameraUnderground(this);
3653
+ this._globeTranslucencyState.update(this);
3654
+
3655
+ this._screenSpaceCameraController.update();
3656
+ if (defined(this._deviceOrientationCameraController)) {
3657
+ this._deviceOrientationCameraController.update();
3658
+ }
3659
+
3660
+ this.camera.update(this._mode);
3661
+ this.camera._updateCameraChanged();
3662
+ };
3663
+
3664
+ function updateDebugShowFramesPerSecond(scene, renderedThisFrame) {
3665
+ if (scene.debugShowFramesPerSecond) {
3666
+ if (!defined(scene._performanceDisplay)) {
3667
+ const performanceContainer = document.createElement("div");
3668
+ performanceContainer.className =
3669
+ "cesium-performanceDisplay-defaultContainer";
3670
+ const container = scene._canvas.parentNode;
3671
+ container.appendChild(performanceContainer);
3672
+ const performanceDisplay = new PerformanceDisplay({
3673
+ container: performanceContainer,
3674
+ });
3675
+ scene._performanceDisplay = performanceDisplay;
3676
+ scene._performanceContainer = performanceContainer;
3677
+ }
3678
+
3679
+ scene._performanceDisplay.throttled = scene.requestRenderMode;
3680
+ scene._performanceDisplay.update(renderedThisFrame);
3681
+ } else if (defined(scene._performanceDisplay)) {
3682
+ scene._performanceDisplay =
3683
+ scene._performanceDisplay && scene._performanceDisplay.destroy();
3684
+ scene._performanceContainer.parentNode.removeChild(
3685
+ scene._performanceContainer
3686
+ );
3687
+ }
3688
+ }
3689
+
3690
+ function prePassesUpdate(scene) {
3691
+ scene._jobScheduler.resetBudgets();
3692
+
3693
+ const frameState = scene._frameState;
3694
+ const primitives = scene.primitives;
3695
+ primitives.prePassesUpdate(frameState);
3696
+
3697
+ if (defined(scene.globe)) {
3698
+ scene.globe.update(frameState);
3699
+ }
3700
+
3701
+ scene._picking.update();
3702
+ frameState.creditDisplay.update();
3703
+ }
3704
+
3705
+ function postPassesUpdate(scene) {
3706
+ const frameState = scene._frameState;
3707
+ const primitives = scene.primitives;
3708
+ primitives.postPassesUpdate(frameState);
3709
+
3710
+ RequestScheduler.update();
3711
+ }
3712
+
3713
+ const scratchBackgroundColor = new Color();
3714
+
3715
+ function render(scene) {
3716
+ const frameState = scene._frameState;
3717
+
3718
+ const context = scene.context;
3719
+ const us = context.uniformState;
3720
+
3721
+ const view = scene._defaultView;
3722
+ scene._view = view;
3723
+
3724
+ scene.updateFrameState();
3725
+ frameState.passes.render = true;
3726
+ frameState.passes.postProcess = scene.postProcessStages.hasSelected;
3727
+ frameState.tilesetPassState = renderTilesetPassState;
3728
+
3729
+ let backgroundColor = defaultValue(scene.backgroundColor, Color.BLACK);
3730
+ if (scene._hdr) {
3731
+ backgroundColor = Color.clone(backgroundColor, scratchBackgroundColor);
3732
+ backgroundColor.red = Math.pow(backgroundColor.red, scene.gamma);
3733
+ backgroundColor.green = Math.pow(backgroundColor.green, scene.gamma);
3734
+ backgroundColor.blue = Math.pow(backgroundColor.blue, scene.gamma);
3735
+ }
3736
+ frameState.backgroundColor = backgroundColor;
3737
+
3738
+ scene.fog.update(frameState);
3739
+
3740
+ us.update(frameState);
3741
+
3742
+ const shadowMap = scene.shadowMap;
3743
+ if (defined(shadowMap) && shadowMap.enabled) {
3744
+ if (!defined(scene.light) || scene.light instanceof SunLight) {
3745
+ // Negate the sun direction so that it is from the Sun, not to the Sun
3746
+ Cartesian3.negate(us.sunDirectionWC, scene._shadowMapCamera.direction);
3747
+ } else {
3748
+ Cartesian3.clone(scene.light.direction, scene._shadowMapCamera.direction);
3749
+ }
3750
+ frameState.shadowMaps.push(shadowMap);
3751
+ }
3752
+
3753
+ scene._computeCommandList.length = 0;
3754
+ scene._overlayCommandList.length = 0;
3755
+
3756
+ const viewport = view.viewport;
3757
+ viewport.x = 0;
3758
+ viewport.y = 0;
3759
+ viewport.width = context.drawingBufferWidth;
3760
+ viewport.height = context.drawingBufferHeight;
3761
+
3762
+ const passState = view.passState;
3763
+ passState.framebuffer = undefined;
3764
+ passState.blendingEnabled = undefined;
3765
+ passState.scissorTest = undefined;
3766
+ passState.viewport = BoundingRectangle.clone(viewport, passState.viewport);
3767
+
3768
+ if (defined(scene.globe)) {
3769
+ scene.globe.beginFrame(frameState);
3770
+ }
3771
+
3772
+ scene.updateEnvironment();
3773
+ scene.updateAndExecuteCommands(passState, backgroundColor);
3774
+ scene.resolveFramebuffers(passState);
3775
+
3776
+ passState.framebuffer = undefined;
3777
+ executeOverlayCommands(scene, passState);
3778
+
3779
+ if (defined(scene.globe)) {
3780
+ scene.globe.endFrame(frameState);
3781
+
3782
+ if (!scene.globe.tilesLoaded) {
3783
+ scene._renderRequested = true;
3784
+ }
3785
+ }
3786
+
3787
+ context.endFrame();
3788
+ }
3789
+
3790
+ function tryAndCatchError(scene, functionToExecute) {
3791
+ try {
3792
+ functionToExecute(scene);
3793
+ } catch (error) {
3794
+ scene._renderError.raiseEvent(scene, error);
3795
+
3796
+ if (scene.rethrowRenderErrors) {
3797
+ throw error;
3798
+ }
3799
+ }
3800
+ }
3801
+
3802
+ function updateMostDetailedRayPicks(scene) {
3803
+ return scene._picking.updateMostDetailedRayPicks(scene);
3804
+ }
3805
+
3806
+ /**
3807
+ * Update and render the scene. It is usually not necessary to call this function
3808
+ * directly because {@link CesiumWidget} will do it automatically.
3809
+ * @param {JulianDate} [time] The simulation time at which to render.
3810
+ */
3811
+ Scene.prototype.render = function (time) {
3812
+ /**
3813
+ *
3814
+ * Pre passes update. Execute any pass invariant code that should run before the passes here.
3815
+ *
3816
+ */
3817
+ this._preUpdate.raiseEvent(this, time);
3818
+
3819
+ const frameState = this._frameState;
3820
+ frameState.newFrame = false;
3821
+
3822
+ if (!defined(time)) {
3823
+ time = JulianDate.now();
3824
+ }
3825
+
3826
+ // Determine if shouldRender
3827
+ const cameraChanged = this._view.checkForCameraUpdates(this);
3828
+ let shouldRender =
3829
+ !this.requestRenderMode ||
3830
+ this._renderRequested ||
3831
+ cameraChanged ||
3832
+ this._logDepthBufferDirty ||
3833
+ this._hdrDirty ||
3834
+ this.mode === SceneMode.MORPHING;
3835
+ if (
3836
+ !shouldRender &&
3837
+ defined(this.maximumRenderTimeChange) &&
3838
+ defined(this._lastRenderTime)
3839
+ ) {
3840
+ const difference = Math.abs(
3841
+ JulianDate.secondsDifference(this._lastRenderTime, time)
3842
+ );
3843
+ shouldRender = shouldRender || difference > this.maximumRenderTimeChange;
3844
+ }
3845
+
3846
+ if (shouldRender) {
3847
+ this._lastRenderTime = JulianDate.clone(time, this._lastRenderTime);
3848
+ this._renderRequested = false;
3849
+ this._logDepthBufferDirty = false;
3850
+ this._hdrDirty = false;
3851
+
3852
+ const frameNumber = CesiumMath.incrementWrap(
3853
+ frameState.frameNumber,
3854
+ 15000000.0,
3855
+ 1.0
3856
+ );
3857
+ updateFrameNumber(this, frameNumber, time);
3858
+ frameState.newFrame = true;
3859
+ }
3860
+
3861
+ tryAndCatchError(this, prePassesUpdate);
3862
+
3863
+ /**
3864
+ *
3865
+ * Passes update. Add any passes here
3866
+ *
3867
+ */
3868
+ if (this.primitives.show) {
3869
+ tryAndCatchError(this, updateMostDetailedRayPicks);
3870
+ tryAndCatchError(this, updatePreloadPass);
3871
+ tryAndCatchError(this, updatePreloadFlightPass);
3872
+ if (!shouldRender) {
3873
+ tryAndCatchError(this, updateRequestRenderModeDeferCheckPass);
3874
+ }
3875
+ }
3876
+
3877
+ this._postUpdate.raiseEvent(this, time);
3878
+
3879
+ if (shouldRender) {
3880
+ this._preRender.raiseEvent(this, time);
3881
+ frameState.creditDisplay.beginFrame();
3882
+ tryAndCatchError(this, render);
3883
+ }
3884
+
3885
+ /**
3886
+ *
3887
+ * Post passes update. Execute any pass invariant code that should run after the passes here.
3888
+ *
3889
+ */
3890
+ updateDebugShowFramesPerSecond(this, shouldRender);
3891
+ tryAndCatchError(this, postPassesUpdate);
3892
+
3893
+ // Often used to trigger events (so don't want in trycatch) that the user might be subscribed to. Things like the tile load events, ready promises, etc.
3894
+ // We don't want those events to resolve during the render loop because the events might add new primitives
3895
+ callAfterRenderFunctions(this);
3896
+
3897
+ if (shouldRender) {
3898
+ this._postRender.raiseEvent(this, time);
3899
+ frameState.creditDisplay.endFrame();
3900
+ }
3901
+ };
3902
+
3903
+ /**
3904
+ * Update and render the scene. Always forces a new render frame regardless of whether a render was
3905
+ * previously requested.
3906
+ * @param {JulianDate} [time] The simulation time at which to render.
3907
+ *
3908
+ * @private
3909
+ */
3910
+ Scene.prototype.forceRender = function (time) {
3911
+ this._renderRequested = true;
3912
+ this.render(time);
3913
+ };
3914
+
3915
+ /**
3916
+ * Requests a new rendered frame when {@link Scene#requestRenderMode} is set to <code>true</code>.
3917
+ * The render rate will not exceed the {@link CesiumWidget#targetFrameRate}.
3918
+ *
3919
+ * @see Scene#requestRenderMode
3920
+ */
3921
+ Scene.prototype.requestRender = function () {
3922
+ this._renderRequested = true;
3923
+ };
3924
+
3925
+ /**
3926
+ * @private
3927
+ */
3928
+ Scene.prototype.clampLineWidth = function (width) {
3929
+ return Math.max(
3930
+ ContextLimits.minimumAliasedLineWidth,
3931
+ Math.min(width, ContextLimits.maximumAliasedLineWidth)
3932
+ );
3933
+ };
3934
+
3935
+ /**
3936
+ * Returns an object with a `primitive` property that contains the first (top) primitive in the scene
3937
+ * at a particular window coordinate or undefined if nothing is at the location. Other properties may
3938
+ * potentially be set depending on the type of primitive and may be used to further identify the picked object.
3939
+ * <p>
3940
+ * When a feature of a 3D Tiles tileset is picked, <code>pick</code> returns a {@link Cesium3DTileFeature} object.
3941
+ * </p>
3942
+ *
3943
+ * @example
3944
+ * // On mouse over, color the feature yellow.
3945
+ * handler.setInputAction(function(movement) {
3946
+ * const feature = scene.pick(movement.endPosition);
3947
+ * if (feature instanceof Cesium.Cesium3DTileFeature) {
3948
+ * feature.color = Cesium.Color.YELLOW;
3949
+ * }
3950
+ * }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
3951
+ *
3952
+ * @param {Cartesian2} windowPosition Window coordinates to perform picking on.
3953
+ * @param {Number} [width=3] Width of the pick rectangle.
3954
+ * @param {Number} [height=3] Height of the pick rectangle.
3955
+ * @returns {Object} Object containing the picked primitive.
3956
+ */
3957
+ Scene.prototype.pick = function (windowPosition, width, height) {
3958
+ return this._picking.pick(this, windowPosition, width, height);
3959
+ };
3960
+
3961
+ /**
3962
+ * Returns the cartesian position reconstructed from the depth buffer and window position.
3963
+ * The returned position is in world coordinates. Used internally by camera functions to
3964
+ * prevent conversion to projected 2D coordinates and then back.
3965
+ * <p>
3966
+ * Set {@link Scene#pickTranslucentDepth} to <code>true</code> to include the depth of
3967
+ * translucent primitives; otherwise, this essentially picks through translucent primitives.
3968
+ * </p>
3969
+ *
3970
+ * @private
3971
+ *
3972
+ * @param {Cartesian2} windowPosition Window coordinates to perform picking on.
3973
+ * @param {Cartesian3} [result] The object on which to restore the result.
3974
+ * @returns {Cartesian3} The cartesian position in world coordinates.
3975
+ *
3976
+ * @exception {DeveloperError} Picking from the depth buffer is not supported. Check pickPositionSupported.
3977
+ */
3978
+ Scene.prototype.pickPositionWorldCoordinates = function (
3979
+ windowPosition,
3980
+ result
3981
+ ) {
3982
+ return this._picking.pickPositionWorldCoordinates(
3983
+ this,
3984
+ windowPosition,
3985
+ result
3986
+ );
3987
+ };
3988
+
3989
+ /**
3990
+ * Returns the cartesian position reconstructed from the depth buffer and window position.
3991
+ * <p>
3992
+ * The position reconstructed from the depth buffer in 2D may be slightly different from those
3993
+ * reconstructed in 3D and Columbus view. This is caused by the difference in the distribution
3994
+ * of depth values of perspective and orthographic projection.
3995
+ * </p>
3996
+ * <p>
3997
+ * Set {@link Scene#pickTranslucentDepth} to <code>true</code> to include the depth of
3998
+ * translucent primitives; otherwise, this essentially picks through translucent primitives.
3999
+ * </p>
4000
+ *
4001
+ * @param {Cartesian2} windowPosition Window coordinates to perform picking on.
4002
+ * @param {Cartesian3} [result] The object on which to restore the result.
4003
+ * @returns {Cartesian3} The cartesian position.
4004
+ *
4005
+ * @exception {DeveloperError} Picking from the depth buffer is not supported. Check pickPositionSupported.
4006
+ */
4007
+ Scene.prototype.pickPosition = function (windowPosition, result) {
4008
+ return this._picking.pickPosition(this, windowPosition, result);
4009
+ };
4010
+
4011
+ /**
4012
+ * Returns a list of objects, each containing a `primitive` property, for all primitives at
4013
+ * a particular window coordinate position. Other properties may also be set depending on the
4014
+ * type of primitive and may be used to further identify the picked object. The primitives in
4015
+ * the list are ordered by their visual order in the scene (front to back).
4016
+ *
4017
+ * @param {Cartesian2} windowPosition Window coordinates to perform picking on.
4018
+ * @param {Number} [limit] If supplied, stop drilling after collecting this many picks.
4019
+ * @param {Number} [width=3] Width of the pick rectangle.
4020
+ * @param {Number} [height=3] Height of the pick rectangle.
4021
+ * @returns {Array.<*>} Array of objects, each containing 1 picked primitives.
4022
+ *
4023
+ * @exception {DeveloperError} windowPosition is undefined.
4024
+ *
4025
+ * @example
4026
+ * const pickedObjects = scene.drillPick(new Cesium.Cartesian2(100.0, 200.0));
4027
+ *
4028
+ * @see Scene#pick
4029
+ */
4030
+ Scene.prototype.drillPick = function (windowPosition, limit, width, height) {
4031
+ return this._picking.drillPick(this, windowPosition, limit, width, height);
4032
+ };
4033
+
4034
+ function updatePreloadPass(scene) {
4035
+ const frameState = scene._frameState;
4036
+ preloadTilesetPassState.camera = frameState.camera;
4037
+ preloadTilesetPassState.cullingVolume = frameState.cullingVolume;
4038
+
4039
+ const primitives = scene.primitives;
4040
+ primitives.updateForPass(frameState, preloadTilesetPassState);
4041
+ }
4042
+
4043
+ function updatePreloadFlightPass(scene) {
4044
+ const frameState = scene._frameState;
4045
+ const camera = frameState.camera;
4046
+ if (!camera.canPreloadFlight()) {
4047
+ return;
4048
+ }
4049
+
4050
+ preloadFlightTilesetPassState.camera = scene.preloadFlightCamera;
4051
+ preloadFlightTilesetPassState.cullingVolume =
4052
+ scene.preloadFlightCullingVolume;
4053
+
4054
+ const primitives = scene.primitives;
4055
+ primitives.updateForPass(frameState, preloadFlightTilesetPassState);
4056
+ }
4057
+
4058
+ function updateRequestRenderModeDeferCheckPass(scene) {
4059
+ // Check if any ignored requests are ready to go (to wake rendering up again)
4060
+ scene.primitives.updateForPass(
4061
+ scene._frameState,
4062
+ requestRenderModeDeferCheckPassState
4063
+ );
4064
+ }
4065
+
4066
+ /**
4067
+ * Returns an object containing the first object intersected by the ray and the position of intersection,
4068
+ * or <code>undefined</code> if there were no intersections. The intersected object has a <code>primitive</code>
4069
+ * property that contains the intersected primitive. Other properties may be set depending on the type of primitive
4070
+ * and may be used to further identify the picked object. The ray must be given in world coordinates.
4071
+ * <p>
4072
+ * This function only picks globe tiles and 3D Tiles that are rendered in the current view. Picks all other
4073
+ * primitives regardless of their visibility.
4074
+ * </p>
4075
+ *
4076
+ * @private
4077
+ *
4078
+ * @param {Ray} ray The ray.
4079
+ * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection.
4080
+ * @param {Number} [width=0.1] Width of the intersection volume in meters.
4081
+ * @returns {Object} An object containing the object and position of the first intersection.
4082
+ *
4083
+ * @exception {DeveloperError} Ray intersections are only supported in 3D mode.
4084
+ */
4085
+ Scene.prototype.pickFromRay = function (ray, objectsToExclude, width) {
4086
+ return this._picking.pickFromRay(this, ray, objectsToExclude, width);
4087
+ };
4088
+
4089
+ /**
4090
+ * Returns a list of objects, each containing the object intersected by the ray and the position of intersection.
4091
+ * The intersected object has a <code>primitive</code> property that contains the intersected primitive. Other
4092
+ * properties may also be set depending on the type of primitive and may be used to further identify the picked object.
4093
+ * The primitives in the list are ordered by first intersection to last intersection. The ray must be given in
4094
+ * world coordinates.
4095
+ * <p>
4096
+ * This function only picks globe tiles and 3D Tiles that are rendered in the current view. Picks all other
4097
+ * primitives regardless of their visibility.
4098
+ * </p>
4099
+ *
4100
+ * @private
4101
+ *
4102
+ * @param {Ray} ray The ray.
4103
+ * @param {Number} [limit=Number.MAX_VALUE] If supplied, stop finding intersections after this many intersections.
4104
+ * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection.
4105
+ * @param {Number} [width=0.1] Width of the intersection volume in meters.
4106
+ * @returns {Object[]} List of objects containing the object and position of each intersection.
4107
+ *
4108
+ * @exception {DeveloperError} Ray intersections are only supported in 3D mode.
4109
+ */
4110
+ Scene.prototype.drillPickFromRay = function (
4111
+ ray,
4112
+ limit,
4113
+ objectsToExclude,
4114
+ width
4115
+ ) {
4116
+ return this._picking.drillPickFromRay(
4117
+ this,
4118
+ ray,
4119
+ limit,
4120
+ objectsToExclude,
4121
+ width
4122
+ );
4123
+ };
4124
+
4125
+ /**
4126
+ * Initiates an asynchronous {@link Scene#pickFromRay} request using the maximum level of detail for 3D Tilesets
4127
+ * regardless of visibility.
4128
+ *
4129
+ * @private
4130
+ *
4131
+ * @param {Ray} ray The ray.
4132
+ * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection.
4133
+ * @param {Number} [width=0.1] Width of the intersection volume in meters.
4134
+ * @returns {Promise.<Object>} A promise that resolves to an object containing the object and position of the first intersection.
4135
+ *
4136
+ * @exception {DeveloperError} Ray intersections are only supported in 3D mode.
4137
+ */
4138
+ Scene.prototype.pickFromRayMostDetailed = function (
4139
+ ray,
4140
+ objectsToExclude,
4141
+ width
4142
+ ) {
4143
+ return this._picking.pickFromRayMostDetailed(
4144
+ this,
4145
+ ray,
4146
+ objectsToExclude,
4147
+ width
4148
+ );
4149
+ };
4150
+
4151
+ /**
4152
+ * Initiates an asynchronous {@link Scene#drillPickFromRay} request using the maximum level of detail for 3D Tilesets
4153
+ * regardless of visibility.
4154
+ *
4155
+ * @private
4156
+ *
4157
+ * @param {Ray} ray The ray.
4158
+ * @param {Number} [limit=Number.MAX_VALUE] If supplied, stop finding intersections after this many intersections.
4159
+ * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection.
4160
+ * @param {Number} [width=0.1] Width of the intersection volume in meters.
4161
+ * @returns {Promise.<Object[]>} A promise that resolves to a list of objects containing the object and position of each intersection.
4162
+ *
4163
+ * @exception {DeveloperError} Ray intersections are only supported in 3D mode.
4164
+ */
4165
+ Scene.prototype.drillPickFromRayMostDetailed = function (
4166
+ ray,
4167
+ limit,
4168
+ objectsToExclude,
4169
+ width
4170
+ ) {
4171
+ return this._picking.drillPickFromRayMostDetailed(
4172
+ this,
4173
+ ray,
4174
+ limit,
4175
+ objectsToExclude,
4176
+ width
4177
+ );
4178
+ };
4179
+
4180
+ /**
4181
+ * Returns the height of scene geometry at the given cartographic position or <code>undefined</code> if there was no
4182
+ * scene geometry to sample height from. The height of the input position is ignored. May be used to clamp objects to
4183
+ * the globe, 3D Tiles, or primitives in the scene.
4184
+ * <p>
4185
+ * This function only samples height from globe tiles and 3D Tiles that are rendered in the current view. Samples height
4186
+ * from all other primitives regardless of their visibility.
4187
+ * </p>
4188
+ *
4189
+ * @param {Cartographic} position The cartographic position to sample height from.
4190
+ * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to not sample height from.
4191
+ * @param {Number} [width=0.1] Width of the intersection volume in meters.
4192
+ * @returns {Number} The height. This may be <code>undefined</code> if there was no scene geometry to sample height from.
4193
+ *
4194
+ * @example
4195
+ * const position = new Cesium.Cartographic(-1.31968, 0.698874);
4196
+ * const height = viewer.scene.sampleHeight(position);
4197
+ * console.log(height);
4198
+ *
4199
+ * @see Scene#clampToHeight
4200
+ * @see Scene#clampToHeightMostDetailed
4201
+ * @see Scene#sampleHeightMostDetailed
4202
+ *
4203
+ * @exception {DeveloperError} sampleHeight is only supported in 3D mode.
4204
+ * @exception {DeveloperError} sampleHeight requires depth texture support. Check sampleHeightSupported.
4205
+ */
4206
+ Scene.prototype.sampleHeight = function (position, objectsToExclude, width) {
4207
+ return this._picking.sampleHeight(this, position, objectsToExclude, width);
4208
+ };
4209
+
4210
+ /**
4211
+ * Clamps the given cartesian position to the scene geometry along the geodetic surface normal. Returns the
4212
+ * clamped position or <code>undefined</code> if there was no scene geometry to clamp to. May be used to clamp
4213
+ * objects to the globe, 3D Tiles, or primitives in the scene.
4214
+ * <p>
4215
+ * This function only clamps to globe tiles and 3D Tiles that are rendered in the current view. Clamps to
4216
+ * all other primitives regardless of their visibility.
4217
+ * </p>
4218
+ *
4219
+ * @param {Cartesian3} cartesian The cartesian position.
4220
+ * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to not clamp to.
4221
+ * @param {Number} [width=0.1] Width of the intersection volume in meters.
4222
+ * @param {Cartesian3} [result] An optional object to return the clamped position.
4223
+ * @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided. This may be <code>undefined</code> if there was no scene geometry to clamp to.
4224
+ *
4225
+ * @example
4226
+ * // Clamp an entity to the underlying scene geometry
4227
+ * const position = entity.position.getValue(Cesium.JulianDate.now());
4228
+ * entity.position = viewer.scene.clampToHeight(position);
4229
+ *
4230
+ * @see Scene#sampleHeight
4231
+ * @see Scene#sampleHeightMostDetailed
4232
+ * @see Scene#clampToHeightMostDetailed
4233
+ *
4234
+ * @exception {DeveloperError} clampToHeight is only supported in 3D mode.
4235
+ * @exception {DeveloperError} clampToHeight requires depth texture support. Check clampToHeightSupported.
4236
+ */
4237
+ Scene.prototype.clampToHeight = function (
4238
+ cartesian,
4239
+ objectsToExclude,
4240
+ width,
4241
+ result
4242
+ ) {
4243
+ return this._picking.clampToHeight(
4244
+ this,
4245
+ cartesian,
4246
+ objectsToExclude,
4247
+ width,
4248
+ result
4249
+ );
4250
+ };
4251
+
4252
+ /**
4253
+ * Initiates an asynchronous {@link Scene#sampleHeight} query for an array of {@link Cartographic} positions
4254
+ * using the maximum level of detail for 3D Tilesets in the scene. The height of the input positions is ignored.
4255
+ * Returns a promise that is resolved when the query completes. Each point height is modified in place.
4256
+ * If a height cannot be determined because no geometry can be sampled at that location, or another error occurs,
4257
+ * the height is set to undefined.
4258
+ *
4259
+ * @param {Cartographic[]} positions The cartographic positions to update with sampled heights.
4260
+ * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to not sample height from.
4261
+ * @param {Number} [width=0.1] Width of the intersection volume in meters.
4262
+ * @returns {Promise.<Cartographic[]>} A promise that resolves to the provided list of positions when the query has completed.
4263
+ *
4264
+ * @example
4265
+ * const positions = [
4266
+ * new Cesium.Cartographic(-1.31968, 0.69887),
4267
+ * new Cesium.Cartographic(-1.10489, 0.83923)
4268
+ * ];
4269
+ * const promise = viewer.scene.sampleHeightMostDetailed(positions);
4270
+ * promise.then(function(updatedPosition) {
4271
+ * // positions[0].height and positions[1].height have been updated.
4272
+ * // updatedPositions is just a reference to positions.
4273
+ * }
4274
+ *
4275
+ * @see Scene#sampleHeight
4276
+ *
4277
+ * @exception {DeveloperError} sampleHeightMostDetailed is only supported in 3D mode.
4278
+ * @exception {DeveloperError} sampleHeightMostDetailed requires depth texture support. Check sampleHeightSupported.
4279
+ */
4280
+ Scene.prototype.sampleHeightMostDetailed = function (
4281
+ positions,
4282
+ objectsToExclude,
4283
+ width
4284
+ ) {
4285
+ return this._picking.sampleHeightMostDetailed(
4286
+ this,
4287
+ positions,
4288
+ objectsToExclude,
4289
+ width
4290
+ );
4291
+ };
4292
+
4293
+ /**
4294
+ * Initiates an asynchronous {@link Scene#clampToHeight} query for an array of {@link Cartesian3} positions
4295
+ * using the maximum level of detail for 3D Tilesets in the scene. Returns a promise that is resolved when
4296
+ * the query completes. Each position is modified in place. If a position cannot be clamped because no geometry
4297
+ * can be sampled at that location, or another error occurs, the element in the array is set to undefined.
4298
+ *
4299
+ * @param {Cartesian3[]} cartesians The cartesian positions to update with clamped positions.
4300
+ * @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to not clamp to.
4301
+ * @param {Number} [width=0.1] Width of the intersection volume in meters.
4302
+ * @returns {Promise.<Cartesian3[]>} A promise that resolves to the provided list of positions when the query has completed.
4303
+ *
4304
+ * @example
4305
+ * const cartesians = [
4306
+ * entities[0].position.getValue(Cesium.JulianDate.now()),
4307
+ * entities[1].position.getValue(Cesium.JulianDate.now())
4308
+ * ];
4309
+ * const promise = viewer.scene.clampToHeightMostDetailed(cartesians);
4310
+ * promise.then(function(updatedCartesians) {
4311
+ * entities[0].position = updatedCartesians[0];
4312
+ * entities[1].position = updatedCartesians[1];
4313
+ * }
4314
+ *
4315
+ * @see Scene#clampToHeight
4316
+ *
4317
+ * @exception {DeveloperError} clampToHeightMostDetailed is only supported in 3D mode.
4318
+ * @exception {DeveloperError} clampToHeightMostDetailed requires depth texture support. Check clampToHeightSupported.
4319
+ */
4320
+ Scene.prototype.clampToHeightMostDetailed = function (
4321
+ cartesians,
4322
+ objectsToExclude,
4323
+ width
4324
+ ) {
4325
+ return this._picking.clampToHeightMostDetailed(
4326
+ this,
4327
+ cartesians,
4328
+ objectsToExclude,
4329
+ width
4330
+ );
4331
+ };
4332
+
4333
+ /**
4334
+ * Transforms a position in cartesian coordinates to canvas coordinates. This is commonly used to place an
4335
+ * HTML element at the same screen position as an object in the scene.
4336
+ *
4337
+ * @param {Cartesian3} position The position in cartesian coordinates.
4338
+ * @param {Cartesian2} [result] An optional object to return the input position transformed to canvas coordinates.
4339
+ * @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided. This may be <code>undefined</code> if the input position is near the center of the ellipsoid.
4340
+ *
4341
+ * @example
4342
+ * // Output the canvas position of longitude/latitude (0, 0) every time the mouse moves.
4343
+ * const scene = widget.scene;
4344
+ * const ellipsoid = scene.globe.ellipsoid;
4345
+ * const position = Cesium.Cartesian3.fromDegrees(0.0, 0.0);
4346
+ * const handler = new Cesium.ScreenSpaceEventHandler(scene.canvas);
4347
+ * handler.setInputAction(function(movement) {
4348
+ * console.log(scene.cartesianToCanvasCoordinates(position));
4349
+ * }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
4350
+ */
4351
+ Scene.prototype.cartesianToCanvasCoordinates = function (position, result) {
4352
+ return SceneTransforms.wgs84ToWindowCoordinates(this, position, result);
4353
+ };
4354
+
4355
+ /**
4356
+ * Instantly completes an active transition.
4357
+ */
4358
+ Scene.prototype.completeMorph = function () {
4359
+ this._transitioner.completeMorph();
4360
+ };
4361
+
4362
+ /**
4363
+ * Asynchronously transitions the scene to 2D.
4364
+ * @param {Number} [duration=2.0] The amount of time, in seconds, for transition animations to complete.
4365
+ */
4366
+ Scene.prototype.morphTo2D = function (duration) {
4367
+ let ellipsoid;
4368
+ const globe = this.globe;
4369
+ if (defined(globe)) {
4370
+ ellipsoid = globe.ellipsoid;
4371
+ } else {
4372
+ ellipsoid = this.mapProjection.ellipsoid;
4373
+ }
4374
+ duration = defaultValue(duration, 2.0);
4375
+ this._transitioner.morphTo2D(duration, ellipsoid);
4376
+ };
4377
+
4378
+ /**
4379
+ * Asynchronously transitions the scene to Columbus View.
4380
+ * @param {Number} [duration=2.0] The amount of time, in seconds, for transition animations to complete.
4381
+ */
4382
+ Scene.prototype.morphToColumbusView = function (duration) {
4383
+ let ellipsoid;
4384
+ const globe = this.globe;
4385
+ if (defined(globe)) {
4386
+ ellipsoid = globe.ellipsoid;
4387
+ } else {
4388
+ ellipsoid = this.mapProjection.ellipsoid;
4389
+ }
4390
+ duration = defaultValue(duration, 2.0);
4391
+ this._transitioner.morphToColumbusView(duration, ellipsoid);
4392
+ };
4393
+
4394
+ /**
4395
+ * Asynchronously transitions the scene to 3D.
4396
+ * @param {Number} [duration=2.0] The amount of time, in seconds, for transition animations to complete.
4397
+ */
4398
+ Scene.prototype.morphTo3D = function (duration) {
4399
+ let ellipsoid;
4400
+ const globe = this.globe;
4401
+ if (defined(globe)) {
4402
+ ellipsoid = globe.ellipsoid;
4403
+ } else {
4404
+ ellipsoid = this.mapProjection.ellipsoid;
4405
+ }
4406
+ duration = defaultValue(duration, 2.0);
4407
+ this._transitioner.morphTo3D(duration, ellipsoid);
4408
+ };
4409
+
4410
+ /**
4411
+ * Returns true if this object was destroyed; otherwise, false.
4412
+ * <br /><br />
4413
+ * If this object was destroyed, it should not be used; calling any function other than
4414
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
4415
+ *
4416
+ * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
4417
+ *
4418
+ * @see Scene#destroy
4419
+ */
4420
+ Scene.prototype.isDestroyed = function () {
4421
+ return false;
4422
+ };
4423
+
4424
+ /**
4425
+ * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
4426
+ * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
4427
+ * <br /><br />
4428
+ * Once an object is destroyed, it should not be used; calling any function other than
4429
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
4430
+ * assign the return value (<code>undefined</code>) to the object as done in the example.
4431
+ *
4432
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
4433
+ *
4434
+ *
4435
+ * @example
4436
+ * scene = scene && scene.destroy();
4437
+ *
4438
+ * @see Scene#isDestroyed
4439
+ */
4440
+ Scene.prototype.destroy = function () {
4441
+ this._tweens.removeAll();
4442
+ this._computeEngine = this._computeEngine && this._computeEngine.destroy();
4443
+ this._screenSpaceCameraController =
4444
+ this._screenSpaceCameraController &&
4445
+ this._screenSpaceCameraController.destroy();
4446
+ this._deviceOrientationCameraController =
4447
+ this._deviceOrientationCameraController &&
4448
+ !this._deviceOrientationCameraController.isDestroyed() &&
4449
+ this._deviceOrientationCameraController.destroy();
4450
+ this._primitives = this._primitives && this._primitives.destroy();
4451
+ this._groundPrimitives =
4452
+ this._groundPrimitives && this._groundPrimitives.destroy();
4453
+ this._globe = this._globe && this._globe.destroy();
4454
+ this.skyBox = this.skyBox && this.skyBox.destroy();
4455
+ this.skyAtmosphere = this.skyAtmosphere && this.skyAtmosphere.destroy();
4456
+ this._debugSphere = this._debugSphere && this._debugSphere.destroy();
4457
+ this.sun = this.sun && this.sun.destroy();
4458
+ this._sunPostProcess = this._sunPostProcess && this._sunPostProcess.destroy();
4459
+ this._depthPlane = this._depthPlane && this._depthPlane.destroy();
4460
+ this._transitioner = this._transitioner && this._transitioner.destroy();
4461
+ this._debugFrustumPlanes =
4462
+ this._debugFrustumPlanes && this._debugFrustumPlanes.destroy();
4463
+ this._brdfLutGenerator =
4464
+ this._brdfLutGenerator && this._brdfLutGenerator.destroy();
4465
+ this._picking = this._picking && this._picking.destroy();
4466
+
4467
+ this._defaultView = this._defaultView && this._defaultView.destroy();
4468
+ this._view = undefined;
4469
+
4470
+ if (this._removeCreditContainer) {
4471
+ this._canvas.parentNode.removeChild(this._creditContainer);
4472
+ }
4473
+
4474
+ this.postProcessStages =
4475
+ this.postProcessStages && this.postProcessStages.destroy();
4476
+
4477
+ this._context = this._context && this._context.destroy();
4478
+ this._frameState.creditDisplay =
4479
+ this._frameState.creditDisplay && this._frameState.creditDisplay.destroy();
4480
+
4481
+ if (defined(this._performanceDisplay)) {
4482
+ this._performanceDisplay =
4483
+ this._performanceDisplay && this._performanceDisplay.destroy();
4484
+ this._performanceContainer.parentNode.removeChild(
4485
+ this._performanceContainer
4486
+ );
4487
+ }
4488
+
4489
+ this._removeRequestListenerCallback();
4490
+ this._removeTaskProcessorListenerCallback();
4491
+ for (let i = 0; i < this._removeGlobeCallbacks.length; ++i) {
4492
+ this._removeGlobeCallbacks[i]();
4493
+ }
4494
+ this._removeGlobeCallbacks.length = 0;
4495
+
4496
+ return destroyObject(this);
4497
+ };
4498
+ export default Scene;