@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
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  1695. package/Source/WorkersES6/createEllipsoidGeometry.js +10 -0
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  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
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  1703. package/Source/WorkersES6/createPolygonGeometry.js +12 -0
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  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
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  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 +1,1958 @@
1
+ import BoundingRectangle from "../Core/BoundingRectangle.js";
2
+ import BoundingSphere from "../Core/BoundingSphere.js";
3
+ import BoxOutlineGeometry from "../Core/BoxOutlineGeometry.js";
4
+ import Cartesian2 from "../Core/Cartesian2.js";
5
+ import Cartesian3 from "../Core/Cartesian3.js";
6
+ import Cartesian4 from "../Core/Cartesian4.js";
7
+ import Cartographic from "../Core/Cartographic.js";
8
+ import clone from "../Core/clone.js";
9
+ import Color from "../Core/Color.js";
10
+ import ColorGeometryInstanceAttribute from "../Core/ColorGeometryInstanceAttribute.js";
11
+ import combine from "../Core/combine.js";
12
+ import CullingVolume from "../Core/CullingVolume.js";
13
+ import defaultValue from "../Core/defaultValue.js";
14
+ import defined from "../Core/defined.js";
15
+ import destroyObject from "../Core/destroyObject.js";
16
+ import DeveloperError from "../Core/DeveloperError.js";
17
+ import FeatureDetection from "../Core/FeatureDetection.js";
18
+ import GeometryInstance from "../Core/GeometryInstance.js";
19
+ import Intersect from "../Core/Intersect.js";
20
+ import CesiumMath from "../Core/Math.js";
21
+ import Matrix4 from "../Core/Matrix4.js";
22
+ import OrthographicOffCenterFrustum from "../Core/OrthographicOffCenterFrustum.js";
23
+ import PerspectiveFrustum from "../Core/PerspectiveFrustum.js";
24
+ import PixelFormat from "../Core/PixelFormat.js";
25
+ import Quaternion from "../Core/Quaternion.js";
26
+ import SphereOutlineGeometry from "../Core/SphereOutlineGeometry.js";
27
+ import WebGLConstants from "../Core/WebGLConstants.js";
28
+ import ClearCommand from "../Renderer/ClearCommand.js";
29
+ import ContextLimits from "../Renderer/ContextLimits.js";
30
+ import CubeMap from "../Renderer/CubeMap.js";
31
+ import DrawCommand from "../Renderer/DrawCommand.js";
32
+ import Framebuffer from "../Renderer/Framebuffer.js";
33
+ import Pass from "../Renderer/Pass.js";
34
+ import PassState from "../Renderer/PassState.js";
35
+ import PixelDatatype from "../Renderer/PixelDatatype.js";
36
+ import Renderbuffer from "../Renderer/Renderbuffer.js";
37
+ import RenderbufferFormat from "../Renderer/RenderbufferFormat.js";
38
+ import RenderState from "../Renderer/RenderState.js";
39
+ import Sampler from "../Renderer/Sampler.js";
40
+ import Texture from "../Renderer/Texture.js";
41
+ import Camera from "./Camera.js";
42
+ import CullFace from "./CullFace.js";
43
+ import DebugCameraPrimitive from "./DebugCameraPrimitive.js";
44
+ import PerInstanceColorAppearance from "./PerInstanceColorAppearance.js";
45
+ import Primitive from "./Primitive.js";
46
+ import ShadowMapShader from "./ShadowMapShader.js";
47
+
48
+ /**
49
+ * <div class="notice">
50
+ * Use {@link Viewer#shadowMap} to get the scene's shadow map. Do not construct this directly.
51
+ * </div>
52
+ *
53
+ * <p>
54
+ * The normalOffset bias pushes the shadows forward slightly, and may be disabled
55
+ * for applications that require ultra precise shadows.
56
+ * </p>
57
+ *
58
+ * @alias ShadowMap
59
+ * @internalConstructor
60
+ * @class
61
+ *
62
+ * @privateParam {Object} options An object containing the following properties:
63
+ * @privateParam {Context} options.context The context
64
+ * @privateParam {Camera} options.lightCamera A camera representing the light source.
65
+ * @privateParam {Boolean} [options.enabled=true] Whether the shadow map is enabled.
66
+ * @privateParam {Boolean} [options.isPointLight=false] Whether the light source is a point light. Point light shadows do not use cascades.
67
+ * @privateParam {Number} [options.pointLightRadius=100.0] Radius of the point light.
68
+ * @privateParam {Boolean} [options.cascadesEnabled=true] Use multiple shadow maps to cover different partitions of the view frustum.
69
+ * @privateParam {Number} [options.numberOfCascades=4] The number of cascades to use for the shadow map. Supported values are one and four.
70
+ * @privateParam {Number} [options.maximumDistance=5000.0] The maximum distance used for generating cascaded shadows. Lower values improve shadow quality.
71
+ * @privateParam {Number} [options.size=2048] The width and height, in pixels, of each shadow map.
72
+ * @privateParam {Boolean} [options.softShadows=false] Whether percentage-closer-filtering is enabled for producing softer shadows.
73
+ * @privateParam {Number} [options.darkness=0.3] The shadow darkness.
74
+ * @privateParam {Boolean} [options.normalOffset=true] Whether a normal bias is applied to shadows.
75
+ * @privateParam {Boolean} [options.fadingEnabled=true] Whether shadows start to fade out once the light gets closer to the horizon.
76
+ *
77
+ * @exception {DeveloperError} Only one or four cascades are supported.
78
+ *
79
+ * @demo {@link https://sandcastle.cesium.com/index.html?src=Shadows.html|Cesium Sandcastle Shadows Demo}
80
+ */
81
+ function ShadowMap(options) {
82
+ options = defaultValue(options, defaultValue.EMPTY_OBJECT);
83
+ const context = options.context;
84
+
85
+ //>>includeStart('debug', pragmas.debug);
86
+ if (!defined(context)) {
87
+ throw new DeveloperError("context is required.");
88
+ }
89
+ if (!defined(options.lightCamera)) {
90
+ throw new DeveloperError("lightCamera is required.");
91
+ }
92
+ if (
93
+ defined(options.numberOfCascades) &&
94
+ options.numberOfCascades !== 1 &&
95
+ options.numberOfCascades !== 4
96
+ ) {
97
+ throw new DeveloperError("Only one or four cascades are supported.");
98
+ }
99
+ //>>includeEnd('debug');
100
+
101
+ this._enabled = defaultValue(options.enabled, true);
102
+ this._softShadows = defaultValue(options.softShadows, false);
103
+ this._normalOffset = defaultValue(options.normalOffset, true);
104
+ this.dirty = true;
105
+
106
+ /**
107
+ * Specifies whether the shadow map originates from a light source. Shadow maps that are used for analytical
108
+ * purposes should set this to false so as not to affect scene rendering.
109
+ *
110
+ * @private
111
+ */
112
+ this.fromLightSource = defaultValue(options.fromLightSource, true);
113
+
114
+ /**
115
+ * Determines the darkness of the shadows.
116
+ *
117
+ * @type {Number}
118
+ * @default 0.3
119
+ */
120
+ this.darkness = defaultValue(options.darkness, 0.3);
121
+ this._darkness = this.darkness;
122
+
123
+ /**
124
+ * Determines whether shadows start to fade out once the light gets closer to the horizon.
125
+ *
126
+ * @type {Boolean}
127
+ * @default true
128
+ */
129
+ this.fadingEnabled = defaultValue(options.fadingEnabled, true);
130
+
131
+ /**
132
+ * Determines the maximum distance of the shadow map. Only applicable for cascaded shadows. Larger distances may result in lower quality shadows.
133
+ *
134
+ * @type {Number}
135
+ * @default 5000.0
136
+ */
137
+ this.maximumDistance = defaultValue(options.maximumDistance, 5000.0);
138
+
139
+ this._outOfView = false;
140
+ this._outOfViewPrevious = false;
141
+ this._needsUpdate = true;
142
+
143
+ // In IE11 and Edge polygon offset is not functional.
144
+ // TODO : Also disabled for instances of Firefox and Chrome running ANGLE that do not support depth textures.
145
+ // Re-enable once https://github.com/CesiumGS/cesium/issues/4560 is resolved.
146
+ let polygonOffsetSupported = true;
147
+ if (
148
+ FeatureDetection.isInternetExplorer() ||
149
+ FeatureDetection.isEdge() ||
150
+ ((FeatureDetection.isChrome() || FeatureDetection.isFirefox()) &&
151
+ FeatureDetection.isWindows() &&
152
+ !context.depthTexture)
153
+ ) {
154
+ polygonOffsetSupported = false;
155
+ }
156
+ this._polygonOffsetSupported = polygonOffsetSupported;
157
+
158
+ this._terrainBias = {
159
+ polygonOffset: polygonOffsetSupported,
160
+ polygonOffsetFactor: 1.1,
161
+ polygonOffsetUnits: 4.0,
162
+ normalOffset: this._normalOffset,
163
+ normalOffsetScale: 0.5,
164
+ normalShading: true,
165
+ normalShadingSmooth: 0.3,
166
+ depthBias: 0.0001,
167
+ };
168
+
169
+ this._primitiveBias = {
170
+ polygonOffset: polygonOffsetSupported,
171
+ polygonOffsetFactor: 1.1,
172
+ polygonOffsetUnits: 4.0,
173
+ normalOffset: this._normalOffset,
174
+ normalOffsetScale: 0.1,
175
+ normalShading: true,
176
+ normalShadingSmooth: 0.05,
177
+ depthBias: 0.00002,
178
+ };
179
+
180
+ this._pointBias = {
181
+ polygonOffset: false,
182
+ polygonOffsetFactor: 1.1,
183
+ polygonOffsetUnits: 4.0,
184
+ normalOffset: this._normalOffset,
185
+ normalOffsetScale: 0.0,
186
+ normalShading: true,
187
+ normalShadingSmooth: 0.1,
188
+ depthBias: 0.0005,
189
+ };
190
+
191
+ // Framebuffer resources
192
+ this._depthAttachment = undefined;
193
+ this._colorAttachment = undefined;
194
+
195
+ // Uniforms
196
+ this._shadowMapMatrix = new Matrix4();
197
+ this._shadowMapTexture = undefined;
198
+ this._lightDirectionEC = new Cartesian3();
199
+ this._lightPositionEC = new Cartesian4();
200
+ this._distance = 0.0;
201
+
202
+ this._lightCamera = options.lightCamera;
203
+ this._shadowMapCamera = new ShadowMapCamera();
204
+ this._shadowMapCullingVolume = undefined;
205
+ this._sceneCamera = undefined;
206
+ this._boundingSphere = new BoundingSphere();
207
+
208
+ this._isPointLight = defaultValue(options.isPointLight, false);
209
+ this._pointLightRadius = defaultValue(options.pointLightRadius, 100.0);
210
+
211
+ this._cascadesEnabled = this._isPointLight
212
+ ? false
213
+ : defaultValue(options.cascadesEnabled, true);
214
+ this._numberOfCascades = !this._cascadesEnabled
215
+ ? 0
216
+ : defaultValue(options.numberOfCascades, 4);
217
+ this._fitNearFar = true;
218
+ this._maximumCascadeDistances = [25.0, 150.0, 700.0, Number.MAX_VALUE];
219
+
220
+ this._textureSize = new Cartesian2();
221
+
222
+ this._isSpotLight = false;
223
+ if (this._cascadesEnabled) {
224
+ // Cascaded shadows are always orthographic. The frustum dimensions are calculated on the fly.
225
+ this._shadowMapCamera.frustum = new OrthographicOffCenterFrustum();
226
+ } else if (defined(this._lightCamera.frustum.fov)) {
227
+ // If the light camera uses a perspective frustum, then the light source is a spot light
228
+ this._isSpotLight = true;
229
+ }
230
+
231
+ // Uniforms
232
+ this._cascadeSplits = [new Cartesian4(), new Cartesian4()];
233
+ this._cascadeMatrices = [
234
+ new Matrix4(),
235
+ new Matrix4(),
236
+ new Matrix4(),
237
+ new Matrix4(),
238
+ ];
239
+ this._cascadeDistances = new Cartesian4();
240
+
241
+ let numberOfPasses;
242
+ if (this._isPointLight) {
243
+ numberOfPasses = 6; // One shadow map for each direction
244
+ } else if (!this._cascadesEnabled) {
245
+ numberOfPasses = 1;
246
+ } else {
247
+ numberOfPasses = this._numberOfCascades;
248
+ }
249
+
250
+ this._passes = new Array(numberOfPasses);
251
+ for (let i = 0; i < numberOfPasses; ++i) {
252
+ this._passes[i] = new ShadowPass(context);
253
+ }
254
+
255
+ this.debugShow = false;
256
+ this.debugFreezeFrame = false;
257
+ this._debugFreezeFrame = false;
258
+ this._debugCascadeColors = false;
259
+ this._debugLightFrustum = undefined;
260
+ this._debugCameraFrustum = undefined;
261
+ this._debugCascadeFrustums = new Array(this._numberOfCascades);
262
+ this._debugShadowViewCommand = undefined;
263
+
264
+ this._usesDepthTexture = context.depthTexture;
265
+
266
+ if (this._isPointLight) {
267
+ this._usesDepthTexture = false;
268
+ }
269
+
270
+ // Create render states for shadow casters
271
+ this._primitiveRenderState = undefined;
272
+ this._terrainRenderState = undefined;
273
+ this._pointRenderState = undefined;
274
+ createRenderStates(this);
275
+
276
+ // For clearing the shadow map texture every frame
277
+ this._clearCommand = new ClearCommand({
278
+ depth: 1.0,
279
+ color: new Color(),
280
+ });
281
+
282
+ this._clearPassState = new PassState(context);
283
+
284
+ this._size = defaultValue(options.size, 2048);
285
+ this.size = this._size;
286
+ }
287
+
288
+ /**
289
+ * Global maximum shadow distance used to prevent far off receivers from extending
290
+ * the shadow far plane. This helps set a tighter near/far when viewing objects from space.
291
+ *
292
+ * @private
293
+ */
294
+ ShadowMap.MAXIMUM_DISTANCE = 20000.0;
295
+
296
+ function ShadowPass(context) {
297
+ this.camera = new ShadowMapCamera();
298
+ this.passState = new PassState(context);
299
+ this.framebuffer = undefined;
300
+ this.textureOffsets = undefined;
301
+ this.commandList = [];
302
+ this.cullingVolume = undefined;
303
+ }
304
+
305
+ function createRenderState(colorMask, bias) {
306
+ return RenderState.fromCache({
307
+ cull: {
308
+ enabled: true,
309
+ face: CullFace.BACK,
310
+ },
311
+ depthTest: {
312
+ enabled: true,
313
+ },
314
+ colorMask: {
315
+ red: colorMask,
316
+ green: colorMask,
317
+ blue: colorMask,
318
+ alpha: colorMask,
319
+ },
320
+ depthMask: true,
321
+ polygonOffset: {
322
+ enabled: bias.polygonOffset,
323
+ factor: bias.polygonOffsetFactor,
324
+ units: bias.polygonOffsetUnits,
325
+ },
326
+ });
327
+ }
328
+
329
+ function createRenderStates(shadowMap) {
330
+ // Enable the color mask if the shadow map is backed by a color texture, e.g. when depth textures aren't supported
331
+ const colorMask = !shadowMap._usesDepthTexture;
332
+ shadowMap._primitiveRenderState = createRenderState(
333
+ colorMask,
334
+ shadowMap._primitiveBias
335
+ );
336
+ shadowMap._terrainRenderState = createRenderState(
337
+ colorMask,
338
+ shadowMap._terrainBias
339
+ );
340
+ shadowMap._pointRenderState = createRenderState(
341
+ colorMask,
342
+ shadowMap._pointBias
343
+ );
344
+ }
345
+
346
+ /**
347
+ * @private
348
+ */
349
+ ShadowMap.prototype.debugCreateRenderStates = function () {
350
+ createRenderStates(this);
351
+ };
352
+
353
+ Object.defineProperties(ShadowMap.prototype, {
354
+ /**
355
+ * Determines if the shadow map will be shown.
356
+ *
357
+ * @memberof ShadowMap.prototype
358
+ * @type {Boolean}
359
+ * @default true
360
+ */
361
+ enabled: {
362
+ get: function () {
363
+ return this._enabled;
364
+ },
365
+ set: function (value) {
366
+ this.dirty = this._enabled !== value;
367
+ this._enabled = value;
368
+ },
369
+ },
370
+
371
+ /**
372
+ * Determines if a normal bias will be applied to shadows.
373
+ *
374
+ * @memberof ShadowMap.prototype
375
+ * @type {Boolean}
376
+ * @default true
377
+ */
378
+ normalOffset: {
379
+ get: function () {
380
+ return this._normalOffset;
381
+ },
382
+ set: function (value) {
383
+ this.dirty = this._normalOffset !== value;
384
+ this._normalOffset = value;
385
+ this._terrainBias.normalOffset = value;
386
+ this._primitiveBias.normalOffset = value;
387
+ this._pointBias.normalOffset = value;
388
+ },
389
+ },
390
+
391
+ /**
392
+ * Determines if soft shadows are enabled. Uses pcf filtering which requires more texture reads and may hurt performance.
393
+ *
394
+ * @memberof ShadowMap.prototype
395
+ * @type {Boolean}
396
+ * @default false
397
+ */
398
+ softShadows: {
399
+ get: function () {
400
+ return this._softShadows;
401
+ },
402
+ set: function (value) {
403
+ this.dirty = this._softShadows !== value;
404
+ this._softShadows = value;
405
+ },
406
+ },
407
+
408
+ /**
409
+ * The width and height, in pixels, of each shadow map.
410
+ *
411
+ * @memberof ShadowMap.prototype
412
+ * @type {Number}
413
+ * @default 2048
414
+ */
415
+ size: {
416
+ get: function () {
417
+ return this._size;
418
+ },
419
+ set: function (value) {
420
+ resize(this, value);
421
+ },
422
+ },
423
+
424
+ /**
425
+ * Whether the shadow map is out of view of the scene camera.
426
+ *
427
+ * @memberof ShadowMap.prototype
428
+ * @type {Boolean}
429
+ * @readonly
430
+ * @private
431
+ */
432
+ outOfView: {
433
+ get: function () {
434
+ return this._outOfView;
435
+ },
436
+ },
437
+
438
+ /**
439
+ * The culling volume of the shadow frustum.
440
+ *
441
+ * @memberof ShadowMap.prototype
442
+ * @type {CullingVolume}
443
+ * @readonly
444
+ * @private
445
+ */
446
+ shadowMapCullingVolume: {
447
+ get: function () {
448
+ return this._shadowMapCullingVolume;
449
+ },
450
+ },
451
+
452
+ /**
453
+ * The passes used for rendering shadows. Each face of a point light or each cascade for a cascaded shadow map is a separate pass.
454
+ *
455
+ * @memberof ShadowMap.prototype
456
+ * @type {ShadowPass[]}
457
+ * @readonly
458
+ * @private
459
+ */
460
+ passes: {
461
+ get: function () {
462
+ return this._passes;
463
+ },
464
+ },
465
+
466
+ /**
467
+ * Whether the light source is a point light.
468
+ *
469
+ * @memberof ShadowMap.prototype
470
+ * @type {Boolean}
471
+ * @readonly
472
+ * @private
473
+ */
474
+ isPointLight: {
475
+ get: function () {
476
+ return this._isPointLight;
477
+ },
478
+ },
479
+
480
+ /**
481
+ * Debug option for visualizing the cascades by color.
482
+ *
483
+ * @memberof ShadowMap.prototype
484
+ * @type {Boolean}
485
+ * @default false
486
+ * @private
487
+ */
488
+ debugCascadeColors: {
489
+ get: function () {
490
+ return this._debugCascadeColors;
491
+ },
492
+ set: function (value) {
493
+ this.dirty = this._debugCascadeColors !== value;
494
+ this._debugCascadeColors = value;
495
+ },
496
+ },
497
+ });
498
+
499
+ function destroyFramebuffer(shadowMap) {
500
+ const length = shadowMap._passes.length;
501
+ for (let i = 0; i < length; ++i) {
502
+ const pass = shadowMap._passes[i];
503
+ const framebuffer = pass.framebuffer;
504
+ if (defined(framebuffer) && !framebuffer.isDestroyed()) {
505
+ framebuffer.destroy();
506
+ }
507
+ pass.framebuffer = undefined;
508
+ }
509
+
510
+ // Destroy the framebuffer attachments
511
+ shadowMap._depthAttachment =
512
+ shadowMap._depthAttachment && shadowMap._depthAttachment.destroy();
513
+ shadowMap._colorAttachment =
514
+ shadowMap._colorAttachment && shadowMap._colorAttachment.destroy();
515
+ }
516
+
517
+ function createFramebufferColor(shadowMap, context) {
518
+ const depthRenderbuffer = new Renderbuffer({
519
+ context: context,
520
+ width: shadowMap._textureSize.x,
521
+ height: shadowMap._textureSize.y,
522
+ format: RenderbufferFormat.DEPTH_COMPONENT16,
523
+ });
524
+
525
+ const colorTexture = new Texture({
526
+ context: context,
527
+ width: shadowMap._textureSize.x,
528
+ height: shadowMap._textureSize.y,
529
+ pixelFormat: PixelFormat.RGBA,
530
+ pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
531
+ sampler: Sampler.NEAREST,
532
+ });
533
+
534
+ const framebuffer = new Framebuffer({
535
+ context: context,
536
+ depthRenderbuffer: depthRenderbuffer,
537
+ colorTextures: [colorTexture],
538
+ destroyAttachments: false,
539
+ });
540
+
541
+ const length = shadowMap._passes.length;
542
+ for (let i = 0; i < length; ++i) {
543
+ const pass = shadowMap._passes[i];
544
+ pass.framebuffer = framebuffer;
545
+ pass.passState.framebuffer = framebuffer;
546
+ }
547
+
548
+ shadowMap._shadowMapTexture = colorTexture;
549
+ shadowMap._depthAttachment = depthRenderbuffer;
550
+ shadowMap._colorAttachment = colorTexture;
551
+ }
552
+
553
+ function createFramebufferDepth(shadowMap, context) {
554
+ const depthStencilTexture = new Texture({
555
+ context: context,
556
+ width: shadowMap._textureSize.x,
557
+ height: shadowMap._textureSize.y,
558
+ pixelFormat: PixelFormat.DEPTH_STENCIL,
559
+ pixelDatatype: PixelDatatype.UNSIGNED_INT_24_8,
560
+ sampler: Sampler.NEAREST,
561
+ });
562
+
563
+ const framebuffer = new Framebuffer({
564
+ context: context,
565
+ depthStencilTexture: depthStencilTexture,
566
+ destroyAttachments: false,
567
+ });
568
+
569
+ const length = shadowMap._passes.length;
570
+ for (let i = 0; i < length; ++i) {
571
+ const pass = shadowMap._passes[i];
572
+ pass.framebuffer = framebuffer;
573
+ pass.passState.framebuffer = framebuffer;
574
+ }
575
+
576
+ shadowMap._shadowMapTexture = depthStencilTexture;
577
+ shadowMap._depthAttachment = depthStencilTexture;
578
+ }
579
+
580
+ function createFramebufferCube(shadowMap, context) {
581
+ const depthRenderbuffer = new Renderbuffer({
582
+ context: context,
583
+ width: shadowMap._textureSize.x,
584
+ height: shadowMap._textureSize.y,
585
+ format: RenderbufferFormat.DEPTH_COMPONENT16,
586
+ });
587
+
588
+ const cubeMap = new CubeMap({
589
+ context: context,
590
+ width: shadowMap._textureSize.x,
591
+ height: shadowMap._textureSize.y,
592
+ pixelFormat: PixelFormat.RGBA,
593
+ pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
594
+ sampler: Sampler.NEAREST,
595
+ });
596
+
597
+ const faces = [
598
+ cubeMap.negativeX,
599
+ cubeMap.negativeY,
600
+ cubeMap.negativeZ,
601
+ cubeMap.positiveX,
602
+ cubeMap.positiveY,
603
+ cubeMap.positiveZ,
604
+ ];
605
+
606
+ for (let i = 0; i < 6; ++i) {
607
+ const framebuffer = new Framebuffer({
608
+ context: context,
609
+ depthRenderbuffer: depthRenderbuffer,
610
+ colorTextures: [faces[i]],
611
+ destroyAttachments: false,
612
+ });
613
+ const pass = shadowMap._passes[i];
614
+ pass.framebuffer = framebuffer;
615
+ pass.passState.framebuffer = framebuffer;
616
+ }
617
+
618
+ shadowMap._shadowMapTexture = cubeMap;
619
+ shadowMap._depthAttachment = depthRenderbuffer;
620
+ shadowMap._colorAttachment = cubeMap;
621
+ }
622
+
623
+ function createFramebuffer(shadowMap, context) {
624
+ if (shadowMap._isPointLight) {
625
+ createFramebufferCube(shadowMap, context);
626
+ } else if (shadowMap._usesDepthTexture) {
627
+ createFramebufferDepth(shadowMap, context);
628
+ } else {
629
+ createFramebufferColor(shadowMap, context);
630
+ }
631
+ }
632
+
633
+ function checkFramebuffer(shadowMap, context) {
634
+ // Attempt to make an FBO with only a depth texture. If it fails, fallback to a color texture.
635
+ if (
636
+ shadowMap._usesDepthTexture &&
637
+ shadowMap._passes[0].framebuffer.status !==
638
+ WebGLConstants.FRAMEBUFFER_COMPLETE
639
+ ) {
640
+ shadowMap._usesDepthTexture = false;
641
+ createRenderStates(shadowMap);
642
+ destroyFramebuffer(shadowMap);
643
+ createFramebuffer(shadowMap, context);
644
+ }
645
+ }
646
+
647
+ function updateFramebuffer(shadowMap, context) {
648
+ if (
649
+ !defined(shadowMap._passes[0].framebuffer) ||
650
+ shadowMap._shadowMapTexture.width !== shadowMap._textureSize.x
651
+ ) {
652
+ destroyFramebuffer(shadowMap);
653
+ createFramebuffer(shadowMap, context);
654
+ checkFramebuffer(shadowMap, context);
655
+ clearFramebuffer(shadowMap, context);
656
+ }
657
+ }
658
+
659
+ function clearFramebuffer(shadowMap, context, shadowPass) {
660
+ shadowPass = defaultValue(shadowPass, 0);
661
+ if (shadowMap._isPointLight || shadowPass === 0) {
662
+ shadowMap._clearCommand.framebuffer =
663
+ shadowMap._passes[shadowPass].framebuffer;
664
+ shadowMap._clearCommand.execute(context, shadowMap._clearPassState);
665
+ }
666
+ }
667
+
668
+ function resize(shadowMap, size) {
669
+ shadowMap._size = size;
670
+ const passes = shadowMap._passes;
671
+ const numberOfPasses = passes.length;
672
+ const textureSize = shadowMap._textureSize;
673
+
674
+ if (shadowMap._isPointLight) {
675
+ size =
676
+ ContextLimits.maximumCubeMapSize >= size
677
+ ? size
678
+ : ContextLimits.maximumCubeMapSize;
679
+ textureSize.x = size;
680
+ textureSize.y = size;
681
+ const faceViewport = new BoundingRectangle(0, 0, size, size);
682
+ passes[0].passState.viewport = faceViewport;
683
+ passes[1].passState.viewport = faceViewport;
684
+ passes[2].passState.viewport = faceViewport;
685
+ passes[3].passState.viewport = faceViewport;
686
+ passes[4].passState.viewport = faceViewport;
687
+ passes[5].passState.viewport = faceViewport;
688
+ } else if (numberOfPasses === 1) {
689
+ // +----+
690
+ // | 1 |
691
+ // +----+
692
+ size =
693
+ ContextLimits.maximumTextureSize >= size
694
+ ? size
695
+ : ContextLimits.maximumTextureSize;
696
+ textureSize.x = size;
697
+ textureSize.y = size;
698
+ passes[0].passState.viewport = new BoundingRectangle(0, 0, size, size);
699
+ } else if (numberOfPasses === 4) {
700
+ // +----+----+
701
+ // | 3 | 4 |
702
+ // +----+----+
703
+ // | 1 | 2 |
704
+ // +----+----+
705
+ size =
706
+ ContextLimits.maximumTextureSize >= size * 2
707
+ ? size
708
+ : ContextLimits.maximumTextureSize / 2;
709
+ textureSize.x = size * 2;
710
+ textureSize.y = size * 2;
711
+ passes[0].passState.viewport = new BoundingRectangle(0, 0, size, size);
712
+ passes[1].passState.viewport = new BoundingRectangle(size, 0, size, size);
713
+ passes[2].passState.viewport = new BoundingRectangle(0, size, size, size);
714
+ passes[3].passState.viewport = new BoundingRectangle(
715
+ size,
716
+ size,
717
+ size,
718
+ size
719
+ );
720
+ }
721
+
722
+ // Update clear pass state
723
+ shadowMap._clearPassState.viewport = new BoundingRectangle(
724
+ 0,
725
+ 0,
726
+ textureSize.x,
727
+ textureSize.y
728
+ );
729
+
730
+ // Transforms shadow coordinates [0, 1] into the pass's region of the texture
731
+ for (let i = 0; i < numberOfPasses; ++i) {
732
+ const pass = passes[i];
733
+ const viewport = pass.passState.viewport;
734
+ const biasX = viewport.x / textureSize.x;
735
+ const biasY = viewport.y / textureSize.y;
736
+ const scaleX = viewport.width / textureSize.x;
737
+ const scaleY = viewport.height / textureSize.y;
738
+ pass.textureOffsets = new Matrix4(
739
+ scaleX,
740
+ 0.0,
741
+ 0.0,
742
+ biasX,
743
+ 0.0,
744
+ scaleY,
745
+ 0.0,
746
+ biasY,
747
+ 0.0,
748
+ 0.0,
749
+ 1.0,
750
+ 0.0,
751
+ 0.0,
752
+ 0.0,
753
+ 0.0,
754
+ 1.0
755
+ );
756
+ }
757
+ }
758
+
759
+ const scratchViewport = new BoundingRectangle();
760
+
761
+ function createDebugShadowViewCommand(shadowMap, context) {
762
+ let fs;
763
+ if (shadowMap._isPointLight) {
764
+ fs =
765
+ "uniform samplerCube shadowMap_textureCube; \n" +
766
+ "varying vec2 v_textureCoordinates; \n" +
767
+ "void main() \n" +
768
+ "{ \n" +
769
+ " vec2 uv = v_textureCoordinates; \n" +
770
+ " vec3 dir; \n" +
771
+ " \n" +
772
+ " if (uv.y < 0.5) \n" +
773
+ " { \n" +
774
+ " if (uv.x < 0.333) \n" +
775
+ " { \n" +
776
+ " dir.x = -1.0; \n" +
777
+ " dir.y = uv.x * 6.0 - 1.0; \n" +
778
+ " dir.z = uv.y * 4.0 - 1.0; \n" +
779
+ " } \n" +
780
+ " else if (uv.x < 0.666) \n" +
781
+ " { \n" +
782
+ " dir.y = -1.0; \n" +
783
+ " dir.x = uv.x * 6.0 - 3.0; \n" +
784
+ " dir.z = uv.y * 4.0 - 1.0; \n" +
785
+ " } \n" +
786
+ " else \n" +
787
+ " { \n" +
788
+ " dir.z = -1.0; \n" +
789
+ " dir.x = uv.x * 6.0 - 5.0; \n" +
790
+ " dir.y = uv.y * 4.0 - 1.0; \n" +
791
+ " } \n" +
792
+ " } \n" +
793
+ " else \n" +
794
+ " { \n" +
795
+ " if (uv.x < 0.333) \n" +
796
+ " { \n" +
797
+ " dir.x = 1.0; \n" +
798
+ " dir.y = uv.x * 6.0 - 1.0; \n" +
799
+ " dir.z = uv.y * 4.0 - 3.0; \n" +
800
+ " } \n" +
801
+ " else if (uv.x < 0.666) \n" +
802
+ " { \n" +
803
+ " dir.y = 1.0; \n" +
804
+ " dir.x = uv.x * 6.0 - 3.0; \n" +
805
+ " dir.z = uv.y * 4.0 - 3.0; \n" +
806
+ " } \n" +
807
+ " else \n" +
808
+ " { \n" +
809
+ " dir.z = 1.0; \n" +
810
+ " dir.x = uv.x * 6.0 - 5.0; \n" +
811
+ " dir.y = uv.y * 4.0 - 3.0; \n" +
812
+ " } \n" +
813
+ " } \n" +
814
+ " \n" +
815
+ " float shadow = czm_unpackDepth(textureCube(shadowMap_textureCube, dir)); \n" +
816
+ " gl_FragColor = vec4(vec3(shadow), 1.0); \n" +
817
+ "} \n";
818
+ } else {
819
+ fs =
820
+ `${
821
+ "uniform sampler2D shadowMap_texture; \n" +
822
+ "varying vec2 v_textureCoordinates; \n" +
823
+ "void main() \n" +
824
+ "{ \n"
825
+ }${
826
+ shadowMap._usesDepthTexture
827
+ ? " float shadow = texture2D(shadowMap_texture, v_textureCoordinates).r; \n"
828
+ : " float shadow = czm_unpackDepth(texture2D(shadowMap_texture, v_textureCoordinates)); \n"
829
+ } gl_FragColor = vec4(vec3(shadow), 1.0); \n` + `} \n`;
830
+ }
831
+
832
+ const drawCommand = context.createViewportQuadCommand(fs, {
833
+ uniformMap: {
834
+ shadowMap_texture: function () {
835
+ return shadowMap._shadowMapTexture;
836
+ },
837
+ shadowMap_textureCube: function () {
838
+ return shadowMap._shadowMapTexture;
839
+ },
840
+ },
841
+ });
842
+ drawCommand.pass = Pass.OVERLAY;
843
+ return drawCommand;
844
+ }
845
+
846
+ function updateDebugShadowViewCommand(shadowMap, frameState) {
847
+ // Draws the shadow map on the bottom-right corner of the screen
848
+ const context = frameState.context;
849
+ const screenWidth = frameState.context.drawingBufferWidth;
850
+ const screenHeight = frameState.context.drawingBufferHeight;
851
+ const size = Math.min(screenWidth, screenHeight) * 0.3;
852
+
853
+ const viewport = scratchViewport;
854
+ viewport.x = screenWidth - size;
855
+ viewport.y = 0;
856
+ viewport.width = size;
857
+ viewport.height = size;
858
+
859
+ let debugCommand = shadowMap._debugShadowViewCommand;
860
+ if (!defined(debugCommand)) {
861
+ debugCommand = createDebugShadowViewCommand(shadowMap, context);
862
+ shadowMap._debugShadowViewCommand = debugCommand;
863
+ }
864
+
865
+ // Get a new RenderState for the updated viewport size
866
+ if (
867
+ !defined(debugCommand.renderState) ||
868
+ !BoundingRectangle.equals(debugCommand.renderState.viewport, viewport)
869
+ ) {
870
+ debugCommand.renderState = RenderState.fromCache({
871
+ viewport: BoundingRectangle.clone(viewport),
872
+ });
873
+ }
874
+
875
+ frameState.commandList.push(shadowMap._debugShadowViewCommand);
876
+ }
877
+
878
+ const frustumCornersNDC = new Array(8);
879
+ frustumCornersNDC[0] = new Cartesian4(-1.0, -1.0, -1.0, 1.0);
880
+ frustumCornersNDC[1] = new Cartesian4(1.0, -1.0, -1.0, 1.0);
881
+ frustumCornersNDC[2] = new Cartesian4(1.0, 1.0, -1.0, 1.0);
882
+ frustumCornersNDC[3] = new Cartesian4(-1.0, 1.0, -1.0, 1.0);
883
+ frustumCornersNDC[4] = new Cartesian4(-1.0, -1.0, 1.0, 1.0);
884
+ frustumCornersNDC[5] = new Cartesian4(1.0, -1.0, 1.0, 1.0);
885
+ frustumCornersNDC[6] = new Cartesian4(1.0, 1.0, 1.0, 1.0);
886
+ frustumCornersNDC[7] = new Cartesian4(-1.0, 1.0, 1.0, 1.0);
887
+
888
+ const scratchMatrix = new Matrix4();
889
+ const scratchFrustumCorners = new Array(8);
890
+ for (let i = 0; i < 8; ++i) {
891
+ scratchFrustumCorners[i] = new Cartesian4();
892
+ }
893
+
894
+ function createDebugPointLight(modelMatrix, color) {
895
+ const box = new GeometryInstance({
896
+ geometry: new BoxOutlineGeometry({
897
+ minimum: new Cartesian3(-0.5, -0.5, -0.5),
898
+ maximum: new Cartesian3(0.5, 0.5, 0.5),
899
+ }),
900
+ attributes: {
901
+ color: ColorGeometryInstanceAttribute.fromColor(color),
902
+ },
903
+ });
904
+
905
+ const sphere = new GeometryInstance({
906
+ geometry: new SphereOutlineGeometry({
907
+ radius: 0.5,
908
+ }),
909
+ attributes: {
910
+ color: ColorGeometryInstanceAttribute.fromColor(color),
911
+ },
912
+ });
913
+
914
+ return new Primitive({
915
+ geometryInstances: [box, sphere],
916
+ appearance: new PerInstanceColorAppearance({
917
+ translucent: false,
918
+ flat: true,
919
+ }),
920
+ asynchronous: false,
921
+ modelMatrix: modelMatrix,
922
+ });
923
+ }
924
+
925
+ const debugOutlineColors = [Color.RED, Color.GREEN, Color.BLUE, Color.MAGENTA];
926
+ const scratchScale = new Cartesian3();
927
+
928
+ function applyDebugSettings(shadowMap, frameState) {
929
+ updateDebugShadowViewCommand(shadowMap, frameState);
930
+
931
+ const enterFreezeFrame =
932
+ shadowMap.debugFreezeFrame && !shadowMap._debugFreezeFrame;
933
+ shadowMap._debugFreezeFrame = shadowMap.debugFreezeFrame;
934
+
935
+ // Draw scene camera in freeze frame mode
936
+ if (shadowMap.debugFreezeFrame) {
937
+ if (enterFreezeFrame) {
938
+ // Recreate debug camera when entering freeze frame mode
939
+ shadowMap._debugCameraFrustum =
940
+ shadowMap._debugCameraFrustum &&
941
+ shadowMap._debugCameraFrustum.destroy();
942
+ shadowMap._debugCameraFrustum = new DebugCameraPrimitive({
943
+ camera: shadowMap._sceneCamera,
944
+ color: Color.CYAN,
945
+ updateOnChange: false,
946
+ });
947
+ }
948
+ shadowMap._debugCameraFrustum.update(frameState);
949
+ }
950
+
951
+ if (shadowMap._cascadesEnabled) {
952
+ // Draw cascades only in freeze frame mode
953
+ if (shadowMap.debugFreezeFrame) {
954
+ if (enterFreezeFrame) {
955
+ // Recreate debug frustum when entering freeze frame mode
956
+ shadowMap._debugLightFrustum =
957
+ shadowMap._debugLightFrustum &&
958
+ shadowMap._debugLightFrustum.destroy();
959
+ shadowMap._debugLightFrustum = new DebugCameraPrimitive({
960
+ camera: shadowMap._shadowMapCamera,
961
+ color: Color.YELLOW,
962
+ updateOnChange: false,
963
+ });
964
+ }
965
+ shadowMap._debugLightFrustum.update(frameState);
966
+
967
+ for (let i = 0; i < shadowMap._numberOfCascades; ++i) {
968
+ if (enterFreezeFrame) {
969
+ // Recreate debug frustum when entering freeze frame mode
970
+ shadowMap._debugCascadeFrustums[i] =
971
+ shadowMap._debugCascadeFrustums[i] &&
972
+ shadowMap._debugCascadeFrustums[i].destroy();
973
+ shadowMap._debugCascadeFrustums[i] = new DebugCameraPrimitive({
974
+ camera: shadowMap._passes[i].camera,
975
+ color: debugOutlineColors[i],
976
+ updateOnChange: false,
977
+ });
978
+ }
979
+ shadowMap._debugCascadeFrustums[i].update(frameState);
980
+ }
981
+ }
982
+ } else if (shadowMap._isPointLight) {
983
+ if (!defined(shadowMap._debugLightFrustum) || shadowMap._needsUpdate) {
984
+ const translation = shadowMap._shadowMapCamera.positionWC;
985
+ const rotation = Quaternion.IDENTITY;
986
+ const uniformScale = shadowMap._pointLightRadius * 2.0;
987
+ const scale = Cartesian3.fromElements(
988
+ uniformScale,
989
+ uniformScale,
990
+ uniformScale,
991
+ scratchScale
992
+ );
993
+ const modelMatrix = Matrix4.fromTranslationQuaternionRotationScale(
994
+ translation,
995
+ rotation,
996
+ scale,
997
+ scratchMatrix
998
+ );
999
+
1000
+ shadowMap._debugLightFrustum =
1001
+ shadowMap._debugLightFrustum && shadowMap._debugLightFrustum.destroy();
1002
+ shadowMap._debugLightFrustum = createDebugPointLight(
1003
+ modelMatrix,
1004
+ Color.YELLOW
1005
+ );
1006
+ }
1007
+ shadowMap._debugLightFrustum.update(frameState);
1008
+ } else {
1009
+ if (!defined(shadowMap._debugLightFrustum) || shadowMap._needsUpdate) {
1010
+ shadowMap._debugLightFrustum = new DebugCameraPrimitive({
1011
+ camera: shadowMap._shadowMapCamera,
1012
+ color: Color.YELLOW,
1013
+ updateOnChange: false,
1014
+ });
1015
+ }
1016
+ shadowMap._debugLightFrustum.update(frameState);
1017
+ }
1018
+ }
1019
+
1020
+ function ShadowMapCamera() {
1021
+ this.viewMatrix = new Matrix4();
1022
+ this.inverseViewMatrix = new Matrix4();
1023
+ this.frustum = undefined;
1024
+ this.positionCartographic = new Cartographic();
1025
+ this.positionWC = new Cartesian3();
1026
+ this.directionWC = Cartesian3.clone(Cartesian3.UNIT_Z);
1027
+ this.upWC = Cartesian3.clone(Cartesian3.UNIT_Y);
1028
+ this.rightWC = Cartesian3.clone(Cartesian3.UNIT_X);
1029
+ this.viewProjectionMatrix = new Matrix4();
1030
+ }
1031
+
1032
+ ShadowMapCamera.prototype.clone = function (camera) {
1033
+ Matrix4.clone(camera.viewMatrix, this.viewMatrix);
1034
+ Matrix4.clone(camera.inverseViewMatrix, this.inverseViewMatrix);
1035
+ this.frustum = camera.frustum.clone(this.frustum);
1036
+ Cartographic.clone(camera.positionCartographic, this.positionCartographic);
1037
+ Cartesian3.clone(camera.positionWC, this.positionWC);
1038
+ Cartesian3.clone(camera.directionWC, this.directionWC);
1039
+ Cartesian3.clone(camera.upWC, this.upWC);
1040
+ Cartesian3.clone(camera.rightWC, this.rightWC);
1041
+ };
1042
+
1043
+ // Converts from NDC space to texture space
1044
+ const scaleBiasMatrix = new Matrix4(
1045
+ 0.5,
1046
+ 0.0,
1047
+ 0.0,
1048
+ 0.5,
1049
+ 0.0,
1050
+ 0.5,
1051
+ 0.0,
1052
+ 0.5,
1053
+ 0.0,
1054
+ 0.0,
1055
+ 0.5,
1056
+ 0.5,
1057
+ 0.0,
1058
+ 0.0,
1059
+ 0.0,
1060
+ 1.0
1061
+ );
1062
+
1063
+ ShadowMapCamera.prototype.getViewProjection = function () {
1064
+ const view = this.viewMatrix;
1065
+ const projection = this.frustum.projectionMatrix;
1066
+ Matrix4.multiply(projection, view, this.viewProjectionMatrix);
1067
+ Matrix4.multiply(
1068
+ scaleBiasMatrix,
1069
+ this.viewProjectionMatrix,
1070
+ this.viewProjectionMatrix
1071
+ );
1072
+ return this.viewProjectionMatrix;
1073
+ };
1074
+
1075
+ const scratchSplits = new Array(5);
1076
+ const scratchFrustum = new PerspectiveFrustum();
1077
+ const scratchCascadeDistances = new Array(4);
1078
+ const scratchMin = new Cartesian3();
1079
+ const scratchMax = new Cartesian3();
1080
+
1081
+ function computeCascades(shadowMap, frameState) {
1082
+ const shadowMapCamera = shadowMap._shadowMapCamera;
1083
+ const sceneCamera = shadowMap._sceneCamera;
1084
+ const cameraNear = sceneCamera.frustum.near;
1085
+ const cameraFar = sceneCamera.frustum.far;
1086
+ const numberOfCascades = shadowMap._numberOfCascades;
1087
+
1088
+ // Split cascades. Use a mix of linear and log splits.
1089
+ let i;
1090
+ const range = cameraFar - cameraNear;
1091
+ const ratio = cameraFar / cameraNear;
1092
+
1093
+ let lambda = 0.9;
1094
+ let clampCascadeDistances = false;
1095
+
1096
+ // When the camera is close to a relatively small model, provide more detail in the closer cascades.
1097
+ // If the camera is near or inside a large model, such as the root tile of a city, then use the default values.
1098
+ // To get the most accurate cascade splits we would need to find the min and max values from the depth texture.
1099
+ if (frameState.shadowState.closestObjectSize < 200.0) {
1100
+ clampCascadeDistances = true;
1101
+ lambda = 0.9;
1102
+ }
1103
+
1104
+ const cascadeDistances = scratchCascadeDistances;
1105
+ const splits = scratchSplits;
1106
+ splits[0] = cameraNear;
1107
+ splits[numberOfCascades] = cameraFar;
1108
+
1109
+ // Find initial splits
1110
+ for (i = 0; i < numberOfCascades; ++i) {
1111
+ const p = (i + 1) / numberOfCascades;
1112
+ const logScale = cameraNear * Math.pow(ratio, p);
1113
+ const uniformScale = cameraNear + range * p;
1114
+ const split = CesiumMath.lerp(uniformScale, logScale, lambda);
1115
+ splits[i + 1] = split;
1116
+ cascadeDistances[i] = split - splits[i];
1117
+ }
1118
+
1119
+ if (clampCascadeDistances) {
1120
+ // Clamp each cascade to its maximum distance
1121
+ for (i = 0; i < numberOfCascades; ++i) {
1122
+ cascadeDistances[i] = Math.min(
1123
+ cascadeDistances[i],
1124
+ shadowMap._maximumCascadeDistances[i]
1125
+ );
1126
+ }
1127
+
1128
+ // Recompute splits
1129
+ let distance = splits[0];
1130
+ for (i = 0; i < numberOfCascades - 1; ++i) {
1131
+ distance += cascadeDistances[i];
1132
+ splits[i + 1] = distance;
1133
+ }
1134
+ }
1135
+
1136
+ Cartesian4.unpack(splits, 0, shadowMap._cascadeSplits[0]);
1137
+ Cartesian4.unpack(splits, 1, shadowMap._cascadeSplits[1]);
1138
+ Cartesian4.unpack(cascadeDistances, 0, shadowMap._cascadeDistances);
1139
+
1140
+ const shadowFrustum = shadowMapCamera.frustum;
1141
+ const left = shadowFrustum.left;
1142
+ const right = shadowFrustum.right;
1143
+ const bottom = shadowFrustum.bottom;
1144
+ const top = shadowFrustum.top;
1145
+ const near = shadowFrustum.near;
1146
+ const far = shadowFrustum.far;
1147
+
1148
+ const position = shadowMapCamera.positionWC;
1149
+ const direction = shadowMapCamera.directionWC;
1150
+ const up = shadowMapCamera.upWC;
1151
+
1152
+ const cascadeSubFrustum = sceneCamera.frustum.clone(scratchFrustum);
1153
+ const shadowViewProjection = shadowMapCamera.getViewProjection();
1154
+
1155
+ for (i = 0; i < numberOfCascades; ++i) {
1156
+ // Find the bounding box of the camera sub-frustum in shadow map texture space
1157
+ cascadeSubFrustum.near = splits[i];
1158
+ cascadeSubFrustum.far = splits[i + 1];
1159
+ const viewProjection = Matrix4.multiply(
1160
+ cascadeSubFrustum.projectionMatrix,
1161
+ sceneCamera.viewMatrix,
1162
+ scratchMatrix
1163
+ );
1164
+ const inverseViewProjection = Matrix4.inverse(
1165
+ viewProjection,
1166
+ scratchMatrix
1167
+ );
1168
+ const shadowMapMatrix = Matrix4.multiply(
1169
+ shadowViewProjection,
1170
+ inverseViewProjection,
1171
+ scratchMatrix
1172
+ );
1173
+
1174
+ // Project each corner from camera NDC space to shadow map texture space. Min and max will be from 0 to 1.
1175
+ const min = Cartesian3.fromElements(
1176
+ Number.MAX_VALUE,
1177
+ Number.MAX_VALUE,
1178
+ Number.MAX_VALUE,
1179
+ scratchMin
1180
+ );
1181
+ const max = Cartesian3.fromElements(
1182
+ -Number.MAX_VALUE,
1183
+ -Number.MAX_VALUE,
1184
+ -Number.MAX_VALUE,
1185
+ scratchMax
1186
+ );
1187
+
1188
+ for (let k = 0; k < 8; ++k) {
1189
+ const corner = Cartesian4.clone(
1190
+ frustumCornersNDC[k],
1191
+ scratchFrustumCorners[k]
1192
+ );
1193
+ Matrix4.multiplyByVector(shadowMapMatrix, corner, corner);
1194
+ Cartesian3.divideByScalar(corner, corner.w, corner); // Handle the perspective divide
1195
+ Cartesian3.minimumByComponent(corner, min, min);
1196
+ Cartesian3.maximumByComponent(corner, max, max);
1197
+ }
1198
+
1199
+ // Limit light-space coordinates to the [0, 1] range
1200
+ min.x = Math.max(min.x, 0.0);
1201
+ min.y = Math.max(min.y, 0.0);
1202
+ min.z = 0.0; // Always start cascade frustum at the top of the light frustum to capture objects in the light's path
1203
+ max.x = Math.min(max.x, 1.0);
1204
+ max.y = Math.min(max.y, 1.0);
1205
+ max.z = Math.min(max.z, 1.0);
1206
+
1207
+ const pass = shadowMap._passes[i];
1208
+ const cascadeCamera = pass.camera;
1209
+ cascadeCamera.clone(shadowMapCamera); // PERFORMANCE_IDEA : could do a shallow clone for all properties except the frustum
1210
+
1211
+ const frustum = cascadeCamera.frustum;
1212
+ frustum.left = left + min.x * (right - left);
1213
+ frustum.right = left + max.x * (right - left);
1214
+ frustum.bottom = bottom + min.y * (top - bottom);
1215
+ frustum.top = bottom + max.y * (top - bottom);
1216
+ frustum.near = near + min.z * (far - near);
1217
+ frustum.far = near + max.z * (far - near);
1218
+
1219
+ pass.cullingVolume = cascadeCamera.frustum.computeCullingVolume(
1220
+ position,
1221
+ direction,
1222
+ up
1223
+ );
1224
+
1225
+ // Transforms from eye space to the cascade's texture space
1226
+ const cascadeMatrix = shadowMap._cascadeMatrices[i];
1227
+ Matrix4.multiply(
1228
+ cascadeCamera.getViewProjection(),
1229
+ sceneCamera.inverseViewMatrix,
1230
+ cascadeMatrix
1231
+ );
1232
+ Matrix4.multiply(pass.textureOffsets, cascadeMatrix, cascadeMatrix);
1233
+ }
1234
+ }
1235
+
1236
+ const scratchLightView = new Matrix4();
1237
+ const scratchRight = new Cartesian3();
1238
+ const scratchUp = new Cartesian3();
1239
+ const scratchTranslation = new Cartesian3();
1240
+
1241
+ function fitShadowMapToScene(shadowMap, frameState) {
1242
+ const shadowMapCamera = shadowMap._shadowMapCamera;
1243
+ const sceneCamera = shadowMap._sceneCamera;
1244
+
1245
+ // 1. First find a tight bounding box in light space that contains the entire camera frustum.
1246
+ const viewProjection = Matrix4.multiply(
1247
+ sceneCamera.frustum.projectionMatrix,
1248
+ sceneCamera.viewMatrix,
1249
+ scratchMatrix
1250
+ );
1251
+ const inverseViewProjection = Matrix4.inverse(viewProjection, scratchMatrix);
1252
+
1253
+ // Start to construct the light view matrix. Set translation later once the bounding box is found.
1254
+ const lightDir = shadowMapCamera.directionWC;
1255
+ let lightUp = sceneCamera.directionWC; // Align shadows to the camera view.
1256
+ if (Cartesian3.equalsEpsilon(lightDir, lightUp, CesiumMath.EPSILON10)) {
1257
+ lightUp = sceneCamera.upWC;
1258
+ }
1259
+ const lightRight = Cartesian3.cross(lightDir, lightUp, scratchRight);
1260
+ lightUp = Cartesian3.cross(lightRight, lightDir, scratchUp); // Recalculate up now that right is derived
1261
+ Cartesian3.normalize(lightUp, lightUp);
1262
+ Cartesian3.normalize(lightRight, lightRight);
1263
+ const lightPosition = Cartesian3.fromElements(
1264
+ 0.0,
1265
+ 0.0,
1266
+ 0.0,
1267
+ scratchTranslation
1268
+ );
1269
+
1270
+ let lightView = Matrix4.computeView(
1271
+ lightPosition,
1272
+ lightDir,
1273
+ lightUp,
1274
+ lightRight,
1275
+ scratchLightView
1276
+ );
1277
+ const cameraToLight = Matrix4.multiply(
1278
+ lightView,
1279
+ inverseViewProjection,
1280
+ scratchMatrix
1281
+ );
1282
+
1283
+ // Project each corner from NDC space to light view space, and calculate a min and max in light view space
1284
+ const min = Cartesian3.fromElements(
1285
+ Number.MAX_VALUE,
1286
+ Number.MAX_VALUE,
1287
+ Number.MAX_VALUE,
1288
+ scratchMin
1289
+ );
1290
+ const max = Cartesian3.fromElements(
1291
+ -Number.MAX_VALUE,
1292
+ -Number.MAX_VALUE,
1293
+ -Number.MAX_VALUE,
1294
+ scratchMax
1295
+ );
1296
+
1297
+ for (let i = 0; i < 8; ++i) {
1298
+ const corner = Cartesian4.clone(
1299
+ frustumCornersNDC[i],
1300
+ scratchFrustumCorners[i]
1301
+ );
1302
+ Matrix4.multiplyByVector(cameraToLight, corner, corner);
1303
+ Cartesian3.divideByScalar(corner, corner.w, corner); // Handle the perspective divide
1304
+ Cartesian3.minimumByComponent(corner, min, min);
1305
+ Cartesian3.maximumByComponent(corner, max, max);
1306
+ }
1307
+
1308
+ // 2. Set bounding box back to include objects in the light's view
1309
+ max.z += 1000.0; // Note: in light space, a positive number is behind the camera
1310
+ min.z -= 10.0; // Extend the shadow volume forward slightly to avoid problems right at the edge
1311
+
1312
+ // 3. Adjust light view matrix so that it is centered on the bounding volume
1313
+ const translation = scratchTranslation;
1314
+ translation.x = -(0.5 * (min.x + max.x));
1315
+ translation.y = -(0.5 * (min.y + max.y));
1316
+ translation.z = -max.z;
1317
+
1318
+ const translationMatrix = Matrix4.fromTranslation(translation, scratchMatrix);
1319
+ lightView = Matrix4.multiply(translationMatrix, lightView, lightView);
1320
+
1321
+ // 4. Create an orthographic frustum that covers the bounding box extents
1322
+ const halfWidth = 0.5 * (max.x - min.x);
1323
+ const halfHeight = 0.5 * (max.y - min.y);
1324
+ const depth = max.z - min.z;
1325
+
1326
+ const frustum = shadowMapCamera.frustum;
1327
+ frustum.left = -halfWidth;
1328
+ frustum.right = halfWidth;
1329
+ frustum.bottom = -halfHeight;
1330
+ frustum.top = halfHeight;
1331
+ frustum.near = 0.01;
1332
+ frustum.far = depth;
1333
+
1334
+ // 5. Update the shadow map camera
1335
+ Matrix4.clone(lightView, shadowMapCamera.viewMatrix);
1336
+ Matrix4.inverse(lightView, shadowMapCamera.inverseViewMatrix);
1337
+ Matrix4.getTranslation(
1338
+ shadowMapCamera.inverseViewMatrix,
1339
+ shadowMapCamera.positionWC
1340
+ );
1341
+ frameState.mapProjection.ellipsoid.cartesianToCartographic(
1342
+ shadowMapCamera.positionWC,
1343
+ shadowMapCamera.positionCartographic
1344
+ );
1345
+ Cartesian3.clone(lightDir, shadowMapCamera.directionWC);
1346
+ Cartesian3.clone(lightUp, shadowMapCamera.upWC);
1347
+ Cartesian3.clone(lightRight, shadowMapCamera.rightWC);
1348
+ }
1349
+
1350
+ const directions = [
1351
+ new Cartesian3(-1.0, 0.0, 0.0),
1352
+ new Cartesian3(0.0, -1.0, 0.0),
1353
+ new Cartesian3(0.0, 0.0, -1.0),
1354
+ new Cartesian3(1.0, 0.0, 0.0),
1355
+ new Cartesian3(0.0, 1.0, 0.0),
1356
+ new Cartesian3(0.0, 0.0, 1.0),
1357
+ ];
1358
+
1359
+ const ups = [
1360
+ new Cartesian3(0.0, -1.0, 0.0),
1361
+ new Cartesian3(0.0, 0.0, -1.0),
1362
+ new Cartesian3(0.0, -1.0, 0.0),
1363
+ new Cartesian3(0.0, -1.0, 0.0),
1364
+ new Cartesian3(0.0, 0.0, 1.0),
1365
+ new Cartesian3(0.0, -1.0, 0.0),
1366
+ ];
1367
+
1368
+ const rights = [
1369
+ new Cartesian3(0.0, 0.0, 1.0),
1370
+ new Cartesian3(1.0, 0.0, 0.0),
1371
+ new Cartesian3(-1.0, 0.0, 0.0),
1372
+ new Cartesian3(0.0, 0.0, -1.0),
1373
+ new Cartesian3(1.0, 0.0, 0.0),
1374
+ new Cartesian3(1.0, 0.0, 0.0),
1375
+ ];
1376
+
1377
+ function computeOmnidirectional(shadowMap, frameState) {
1378
+ // All sides share the same frustum
1379
+ const frustum = new PerspectiveFrustum();
1380
+ frustum.fov = CesiumMath.PI_OVER_TWO;
1381
+ frustum.near = 1.0;
1382
+ frustum.far = shadowMap._pointLightRadius;
1383
+ frustum.aspectRatio = 1.0;
1384
+
1385
+ for (let i = 0; i < 6; ++i) {
1386
+ const camera = shadowMap._passes[i].camera;
1387
+ camera.positionWC = shadowMap._shadowMapCamera.positionWC;
1388
+ camera.positionCartographic = frameState.mapProjection.ellipsoid.cartesianToCartographic(
1389
+ camera.positionWC,
1390
+ camera.positionCartographic
1391
+ );
1392
+ camera.directionWC = directions[i];
1393
+ camera.upWC = ups[i];
1394
+ camera.rightWC = rights[i];
1395
+
1396
+ Matrix4.computeView(
1397
+ camera.positionWC,
1398
+ camera.directionWC,
1399
+ camera.upWC,
1400
+ camera.rightWC,
1401
+ camera.viewMatrix
1402
+ );
1403
+ Matrix4.inverse(camera.viewMatrix, camera.inverseViewMatrix);
1404
+
1405
+ camera.frustum = frustum;
1406
+ }
1407
+ }
1408
+
1409
+ const scratchCartesian1 = new Cartesian3();
1410
+ const scratchCartesian2 = new Cartesian3();
1411
+ const scratchBoundingSphere = new BoundingSphere();
1412
+ const scratchCenter = scratchBoundingSphere.center;
1413
+
1414
+ function checkVisibility(shadowMap, frameState) {
1415
+ const sceneCamera = shadowMap._sceneCamera;
1416
+ const shadowMapCamera = shadowMap._shadowMapCamera;
1417
+
1418
+ const boundingSphere = scratchBoundingSphere;
1419
+
1420
+ // Check whether the shadow map is in view and needs to be updated
1421
+ if (shadowMap._cascadesEnabled) {
1422
+ // If the nearest shadow receiver is further than the shadow map's maximum distance then the shadow map is out of view.
1423
+ if (sceneCamera.frustum.near >= shadowMap.maximumDistance) {
1424
+ shadowMap._outOfView = true;
1425
+ shadowMap._needsUpdate = false;
1426
+ return;
1427
+ }
1428
+
1429
+ // If the light source is below the horizon then the shadow map is out of view
1430
+ const surfaceNormal = frameState.mapProjection.ellipsoid.geodeticSurfaceNormal(
1431
+ sceneCamera.positionWC,
1432
+ scratchCartesian1
1433
+ );
1434
+ const lightDirection = Cartesian3.negate(
1435
+ shadowMapCamera.directionWC,
1436
+ scratchCartesian2
1437
+ );
1438
+ const dot = Cartesian3.dot(surfaceNormal, lightDirection);
1439
+ if (shadowMap.fadingEnabled) {
1440
+ // Shadows start to fade out once the light gets closer to the horizon.
1441
+ // At this point the globe uses vertex lighting alone to darken the surface.
1442
+ const darknessAmount = CesiumMath.clamp(dot / 0.1, 0.0, 1.0);
1443
+ shadowMap._darkness = CesiumMath.lerp(
1444
+ 1.0,
1445
+ shadowMap.darkness,
1446
+ darknessAmount
1447
+ );
1448
+ } else {
1449
+ shadowMap._darkness = shadowMap.darkness;
1450
+ }
1451
+
1452
+ if (dot < 0.0) {
1453
+ shadowMap._outOfView = true;
1454
+ shadowMap._needsUpdate = false;
1455
+ return;
1456
+ }
1457
+
1458
+ // By default cascaded shadows need to update and are always in view
1459
+ shadowMap._needsUpdate = true;
1460
+ shadowMap._outOfView = false;
1461
+ } else if (shadowMap._isPointLight) {
1462
+ // Sphere-frustum intersection test
1463
+ boundingSphere.center = shadowMapCamera.positionWC;
1464
+ boundingSphere.radius = shadowMap._pointLightRadius;
1465
+ shadowMap._outOfView =
1466
+ frameState.cullingVolume.computeVisibility(boundingSphere) ===
1467
+ Intersect.OUTSIDE;
1468
+ shadowMap._needsUpdate =
1469
+ !shadowMap._outOfView &&
1470
+ !shadowMap._boundingSphere.equals(boundingSphere);
1471
+ BoundingSphere.clone(boundingSphere, shadowMap._boundingSphere);
1472
+ } else {
1473
+ // Simplify frustum-frustum intersection test as a sphere-frustum test
1474
+ const frustumRadius = shadowMapCamera.frustum.far / 2.0;
1475
+ const frustumCenter = Cartesian3.add(
1476
+ shadowMapCamera.positionWC,
1477
+ Cartesian3.multiplyByScalar(
1478
+ shadowMapCamera.directionWC,
1479
+ frustumRadius,
1480
+ scratchCenter
1481
+ ),
1482
+ scratchCenter
1483
+ );
1484
+ boundingSphere.center = frustumCenter;
1485
+ boundingSphere.radius = frustumRadius;
1486
+ shadowMap._outOfView =
1487
+ frameState.cullingVolume.computeVisibility(boundingSphere) ===
1488
+ Intersect.OUTSIDE;
1489
+ shadowMap._needsUpdate =
1490
+ !shadowMap._outOfView &&
1491
+ !shadowMap._boundingSphere.equals(boundingSphere);
1492
+ BoundingSphere.clone(boundingSphere, shadowMap._boundingSphere);
1493
+ }
1494
+ }
1495
+
1496
+ function updateCameras(shadowMap, frameState) {
1497
+ const camera = frameState.camera; // The actual camera in the scene
1498
+ const lightCamera = shadowMap._lightCamera; // The external camera representing the light source
1499
+ const sceneCamera = shadowMap._sceneCamera; // Clone of camera, with clamped near and far planes
1500
+ const shadowMapCamera = shadowMap._shadowMapCamera; // Camera representing the shadow volume, initially cloned from lightCamera
1501
+
1502
+ // Clone light camera into the shadow map camera
1503
+ if (shadowMap._cascadesEnabled) {
1504
+ Cartesian3.clone(lightCamera.directionWC, shadowMapCamera.directionWC);
1505
+ } else if (shadowMap._isPointLight) {
1506
+ Cartesian3.clone(lightCamera.positionWC, shadowMapCamera.positionWC);
1507
+ } else {
1508
+ shadowMapCamera.clone(lightCamera);
1509
+ }
1510
+
1511
+ // Get the light direction in eye coordinates
1512
+ const lightDirection = shadowMap._lightDirectionEC;
1513
+ Matrix4.multiplyByPointAsVector(
1514
+ camera.viewMatrix,
1515
+ shadowMapCamera.directionWC,
1516
+ lightDirection
1517
+ );
1518
+ Cartesian3.normalize(lightDirection, lightDirection);
1519
+ Cartesian3.negate(lightDirection, lightDirection);
1520
+
1521
+ // Get the light position in eye coordinates
1522
+ Matrix4.multiplyByPoint(
1523
+ camera.viewMatrix,
1524
+ shadowMapCamera.positionWC,
1525
+ shadowMap._lightPositionEC
1526
+ );
1527
+ shadowMap._lightPositionEC.w = shadowMap._pointLightRadius;
1528
+
1529
+ // Get the near and far of the scene camera
1530
+ let near;
1531
+ let far;
1532
+ if (shadowMap._fitNearFar) {
1533
+ // shadowFar can be very large, so limit to shadowMap.maximumDistance
1534
+ // Push the far plane slightly further than the near plane to avoid degenerate frustum
1535
+ near = Math.min(
1536
+ frameState.shadowState.nearPlane,
1537
+ shadowMap.maximumDistance
1538
+ );
1539
+ far = Math.min(frameState.shadowState.farPlane, shadowMap.maximumDistance);
1540
+ far = Math.max(far, near + 1.0);
1541
+ } else {
1542
+ near = camera.frustum.near;
1543
+ far = shadowMap.maximumDistance;
1544
+ }
1545
+
1546
+ shadowMap._sceneCamera = Camera.clone(camera, sceneCamera);
1547
+ camera.frustum.clone(shadowMap._sceneCamera.frustum);
1548
+ shadowMap._sceneCamera.frustum.near = near;
1549
+ shadowMap._sceneCamera.frustum.far = far;
1550
+ shadowMap._distance = far - near;
1551
+
1552
+ checkVisibility(shadowMap, frameState);
1553
+
1554
+ if (!shadowMap._outOfViewPrevious && shadowMap._outOfView) {
1555
+ shadowMap._needsUpdate = true;
1556
+ }
1557
+ shadowMap._outOfViewPrevious = shadowMap._outOfView;
1558
+ }
1559
+
1560
+ /**
1561
+ * @private
1562
+ */
1563
+ ShadowMap.prototype.update = function (frameState) {
1564
+ updateCameras(this, frameState);
1565
+
1566
+ if (this._needsUpdate) {
1567
+ updateFramebuffer(this, frameState.context);
1568
+
1569
+ if (this._isPointLight) {
1570
+ computeOmnidirectional(this, frameState);
1571
+ }
1572
+
1573
+ if (this._cascadesEnabled) {
1574
+ fitShadowMapToScene(this, frameState);
1575
+
1576
+ if (this._numberOfCascades > 1) {
1577
+ computeCascades(this, frameState);
1578
+ }
1579
+ }
1580
+
1581
+ if (!this._isPointLight) {
1582
+ // Compute the culling volume
1583
+ const shadowMapCamera = this._shadowMapCamera;
1584
+ const position = shadowMapCamera.positionWC;
1585
+ const direction = shadowMapCamera.directionWC;
1586
+ const up = shadowMapCamera.upWC;
1587
+ this._shadowMapCullingVolume = shadowMapCamera.frustum.computeCullingVolume(
1588
+ position,
1589
+ direction,
1590
+ up
1591
+ );
1592
+
1593
+ if (this._passes.length === 1) {
1594
+ // Since there is only one pass, use the shadow map camera as the pass camera.
1595
+ this._passes[0].camera.clone(shadowMapCamera);
1596
+ }
1597
+ } else {
1598
+ this._shadowMapCullingVolume = CullingVolume.fromBoundingSphere(
1599
+ this._boundingSphere
1600
+ );
1601
+ }
1602
+ }
1603
+
1604
+ if (this._passes.length === 1) {
1605
+ // Transforms from eye space to shadow texture space.
1606
+ // Always requires an update since the scene camera constantly changes.
1607
+ const inverseView = this._sceneCamera.inverseViewMatrix;
1608
+ Matrix4.multiply(
1609
+ this._shadowMapCamera.getViewProjection(),
1610
+ inverseView,
1611
+ this._shadowMapMatrix
1612
+ );
1613
+ }
1614
+
1615
+ if (this.debugShow) {
1616
+ applyDebugSettings(this, frameState);
1617
+ }
1618
+ };
1619
+
1620
+ /**
1621
+ * @private
1622
+ */
1623
+ ShadowMap.prototype.updatePass = function (context, shadowPass) {
1624
+ clearFramebuffer(this, context, shadowPass);
1625
+ };
1626
+
1627
+ const scratchTexelStepSize = new Cartesian2();
1628
+
1629
+ function combineUniforms(shadowMap, uniforms, isTerrain) {
1630
+ const bias = shadowMap._isPointLight
1631
+ ? shadowMap._pointBias
1632
+ : isTerrain
1633
+ ? shadowMap._terrainBias
1634
+ : shadowMap._primitiveBias;
1635
+
1636
+ const mapUniforms = {
1637
+ shadowMap_texture: function () {
1638
+ return shadowMap._shadowMapTexture;
1639
+ },
1640
+ shadowMap_textureCube: function () {
1641
+ return shadowMap._shadowMapTexture;
1642
+ },
1643
+ shadowMap_matrix: function () {
1644
+ return shadowMap._shadowMapMatrix;
1645
+ },
1646
+ shadowMap_cascadeSplits: function () {
1647
+ return shadowMap._cascadeSplits;
1648
+ },
1649
+ shadowMap_cascadeMatrices: function () {
1650
+ return shadowMap._cascadeMatrices;
1651
+ },
1652
+ shadowMap_lightDirectionEC: function () {
1653
+ return shadowMap._lightDirectionEC;
1654
+ },
1655
+ shadowMap_lightPositionEC: function () {
1656
+ return shadowMap._lightPositionEC;
1657
+ },
1658
+ shadowMap_cascadeDistances: function () {
1659
+ return shadowMap._cascadeDistances;
1660
+ },
1661
+ shadowMap_texelSizeDepthBiasAndNormalShadingSmooth: function () {
1662
+ const texelStepSize = scratchTexelStepSize;
1663
+ texelStepSize.x = 1.0 / shadowMap._textureSize.x;
1664
+ texelStepSize.y = 1.0 / shadowMap._textureSize.y;
1665
+
1666
+ return Cartesian4.fromElements(
1667
+ texelStepSize.x,
1668
+ texelStepSize.y,
1669
+ bias.depthBias,
1670
+ bias.normalShadingSmooth,
1671
+ this.combinedUniforms1
1672
+ );
1673
+ },
1674
+ shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness: function () {
1675
+ return Cartesian4.fromElements(
1676
+ bias.normalOffsetScale,
1677
+ shadowMap._distance,
1678
+ shadowMap.maximumDistance,
1679
+ shadowMap._darkness,
1680
+ this.combinedUniforms2
1681
+ );
1682
+ },
1683
+
1684
+ combinedUniforms1: new Cartesian4(),
1685
+ combinedUniforms2: new Cartesian4(),
1686
+ };
1687
+
1688
+ return combine(uniforms, mapUniforms, false);
1689
+ }
1690
+
1691
+ function createCastDerivedCommand(
1692
+ shadowMap,
1693
+ shadowsDirty,
1694
+ command,
1695
+ context,
1696
+ oldShaderId,
1697
+ result
1698
+ ) {
1699
+ let castShader;
1700
+ let castRenderState;
1701
+ let castUniformMap;
1702
+ if (defined(result)) {
1703
+ castShader = result.shaderProgram;
1704
+ castRenderState = result.renderState;
1705
+ castUniformMap = result.uniformMap;
1706
+ }
1707
+
1708
+ result = DrawCommand.shallowClone(command, result);
1709
+ result.castShadows = true;
1710
+ result.receiveShadows = false;
1711
+
1712
+ if (
1713
+ !defined(castShader) ||
1714
+ oldShaderId !== command.shaderProgram.id ||
1715
+ shadowsDirty
1716
+ ) {
1717
+ const shaderProgram = command.shaderProgram;
1718
+
1719
+ const isTerrain = command.pass === Pass.GLOBE;
1720
+ const isOpaque = command.pass !== Pass.TRANSLUCENT;
1721
+ const isPointLight = shadowMap._isPointLight;
1722
+ const usesDepthTexture = shadowMap._usesDepthTexture;
1723
+
1724
+ const keyword = ShadowMapShader.getShadowCastShaderKeyword(
1725
+ isPointLight,
1726
+ isTerrain,
1727
+ usesDepthTexture,
1728
+ isOpaque
1729
+ );
1730
+ castShader = context.shaderCache.getDerivedShaderProgram(
1731
+ shaderProgram,
1732
+ keyword
1733
+ );
1734
+ if (!defined(castShader)) {
1735
+ const vertexShaderSource = shaderProgram.vertexShaderSource;
1736
+ const fragmentShaderSource = shaderProgram.fragmentShaderSource;
1737
+
1738
+ const castVS = ShadowMapShader.createShadowCastVertexShader(
1739
+ vertexShaderSource,
1740
+ isPointLight,
1741
+ isTerrain
1742
+ );
1743
+ const castFS = ShadowMapShader.createShadowCastFragmentShader(
1744
+ fragmentShaderSource,
1745
+ isPointLight,
1746
+ usesDepthTexture,
1747
+ isOpaque
1748
+ );
1749
+
1750
+ castShader = context.shaderCache.createDerivedShaderProgram(
1751
+ shaderProgram,
1752
+ keyword,
1753
+ {
1754
+ vertexShaderSource: castVS,
1755
+ fragmentShaderSource: castFS,
1756
+ attributeLocations: shaderProgram._attributeLocations,
1757
+ }
1758
+ );
1759
+ }
1760
+
1761
+ castRenderState = shadowMap._primitiveRenderState;
1762
+ if (isPointLight) {
1763
+ castRenderState = shadowMap._pointRenderState;
1764
+ } else if (isTerrain) {
1765
+ castRenderState = shadowMap._terrainRenderState;
1766
+ }
1767
+
1768
+ // Modify the render state for commands that do not use back-face culling, e.g. flat textured walls
1769
+ const cullEnabled = command.renderState.cull.enabled;
1770
+ if (!cullEnabled) {
1771
+ castRenderState = clone(castRenderState, false);
1772
+ castRenderState.cull = clone(castRenderState.cull, false);
1773
+ castRenderState.cull.enabled = false;
1774
+ castRenderState = RenderState.fromCache(castRenderState);
1775
+ }
1776
+
1777
+ castUniformMap = combineUniforms(shadowMap, command.uniformMap, isTerrain);
1778
+ }
1779
+
1780
+ result.shaderProgram = castShader;
1781
+ result.renderState = castRenderState;
1782
+ result.uniformMap = castUniformMap;
1783
+
1784
+ return result;
1785
+ }
1786
+
1787
+ ShadowMap.createReceiveDerivedCommand = function (
1788
+ lightShadowMaps,
1789
+ command,
1790
+ shadowsDirty,
1791
+ context,
1792
+ result
1793
+ ) {
1794
+ if (!defined(result)) {
1795
+ result = {};
1796
+ }
1797
+
1798
+ const lightShadowMapsEnabled = lightShadowMaps.length > 0;
1799
+ const shaderProgram = command.shaderProgram;
1800
+ const vertexShaderSource = shaderProgram.vertexShaderSource;
1801
+ const fragmentShaderSource = shaderProgram.fragmentShaderSource;
1802
+ const isTerrain = command.pass === Pass.GLOBE;
1803
+
1804
+ let hasTerrainNormal = false;
1805
+ if (isTerrain) {
1806
+ hasTerrainNormal =
1807
+ command.owner.data.renderedMesh.encoding.hasVertexNormals;
1808
+ }
1809
+
1810
+ if (command.receiveShadows && lightShadowMapsEnabled) {
1811
+ // Only generate a receiveCommand if there is a shadow map originating from a light source.
1812
+ let receiveShader;
1813
+ let receiveUniformMap;
1814
+ if (defined(result.receiveCommand)) {
1815
+ receiveShader = result.receiveCommand.shaderProgram;
1816
+ receiveUniformMap = result.receiveCommand.uniformMap;
1817
+ }
1818
+
1819
+ result.receiveCommand = DrawCommand.shallowClone(
1820
+ command,
1821
+ result.receiveCommand
1822
+ );
1823
+ result.castShadows = false;
1824
+ result.receiveShadows = true;
1825
+
1826
+ // If castShadows changed, recompile the receive shadows shader. The normal shading technique simulates
1827
+ // self-shadowing so it should be turned off if castShadows is false.
1828
+ const castShadowsDirty =
1829
+ result.receiveShaderCastShadows !== command.castShadows;
1830
+ const shaderDirty =
1831
+ result.receiveShaderProgramId !== command.shaderProgram.id;
1832
+
1833
+ if (
1834
+ !defined(receiveShader) ||
1835
+ shaderDirty ||
1836
+ shadowsDirty ||
1837
+ castShadowsDirty
1838
+ ) {
1839
+ const keyword = ShadowMapShader.getShadowReceiveShaderKeyword(
1840
+ lightShadowMaps[0],
1841
+ command.castShadows,
1842
+ isTerrain,
1843
+ hasTerrainNormal
1844
+ );
1845
+ receiveShader = context.shaderCache.getDerivedShaderProgram(
1846
+ shaderProgram,
1847
+ keyword
1848
+ );
1849
+ if (!defined(receiveShader)) {
1850
+ const receiveVS = ShadowMapShader.createShadowReceiveVertexShader(
1851
+ vertexShaderSource,
1852
+ isTerrain,
1853
+ hasTerrainNormal
1854
+ );
1855
+ const receiveFS = ShadowMapShader.createShadowReceiveFragmentShader(
1856
+ fragmentShaderSource,
1857
+ lightShadowMaps[0],
1858
+ command.castShadows,
1859
+ isTerrain,
1860
+ hasTerrainNormal
1861
+ );
1862
+
1863
+ receiveShader = context.shaderCache.createDerivedShaderProgram(
1864
+ shaderProgram,
1865
+ keyword,
1866
+ {
1867
+ vertexShaderSource: receiveVS,
1868
+ fragmentShaderSource: receiveFS,
1869
+ attributeLocations: shaderProgram._attributeLocations,
1870
+ }
1871
+ );
1872
+ }
1873
+
1874
+ receiveUniformMap = combineUniforms(
1875
+ lightShadowMaps[0],
1876
+ command.uniformMap,
1877
+ isTerrain
1878
+ );
1879
+ }
1880
+
1881
+ result.receiveCommand.shaderProgram = receiveShader;
1882
+ result.receiveCommand.uniformMap = receiveUniformMap;
1883
+ result.receiveShaderProgramId = command.shaderProgram.id;
1884
+ result.receiveShaderCastShadows = command.castShadows;
1885
+ }
1886
+
1887
+ return result;
1888
+ };
1889
+
1890
+ ShadowMap.createCastDerivedCommand = function (
1891
+ shadowMaps,
1892
+ command,
1893
+ shadowsDirty,
1894
+ context,
1895
+ result
1896
+ ) {
1897
+ if (!defined(result)) {
1898
+ result = {};
1899
+ }
1900
+
1901
+ if (command.castShadows) {
1902
+ let castCommands = result.castCommands;
1903
+ if (!defined(castCommands)) {
1904
+ castCommands = result.castCommands = [];
1905
+ }
1906
+
1907
+ const oldShaderId = result.castShaderProgramId;
1908
+
1909
+ const shadowMapLength = shadowMaps.length;
1910
+ castCommands.length = shadowMapLength;
1911
+
1912
+ for (let i = 0; i < shadowMapLength; ++i) {
1913
+ castCommands[i] = createCastDerivedCommand(
1914
+ shadowMaps[i],
1915
+ shadowsDirty,
1916
+ command,
1917
+ context,
1918
+ oldShaderId,
1919
+ castCommands[i]
1920
+ );
1921
+ }
1922
+
1923
+ result.castShaderProgramId = command.shaderProgram.id;
1924
+ }
1925
+
1926
+ return result;
1927
+ };
1928
+
1929
+ /**
1930
+ * @private
1931
+ */
1932
+ ShadowMap.prototype.isDestroyed = function () {
1933
+ return false;
1934
+ };
1935
+
1936
+ /**
1937
+ * @private
1938
+ */
1939
+ ShadowMap.prototype.destroy = function () {
1940
+ destroyFramebuffer(this);
1941
+
1942
+ this._debugLightFrustum =
1943
+ this._debugLightFrustum && this._debugLightFrustum.destroy();
1944
+ this._debugCameraFrustum =
1945
+ this._debugCameraFrustum && this._debugCameraFrustum.destroy();
1946
+ this._debugShadowViewCommand =
1947
+ this._debugShadowViewCommand &&
1948
+ this._debugShadowViewCommand.shaderProgram &&
1949
+ this._debugShadowViewCommand.shaderProgram.destroy();
1950
+
1951
+ for (let i = 0; i < this._numberOfCascades; ++i) {
1952
+ this._debugCascadeFrustums[i] =
1953
+ this._debugCascadeFrustums[i] && this._debugCascadeFrustums[i].destroy();
1954
+ }
1955
+
1956
+ return destroyObject(this);
1957
+ };
1958
+ export default ShadowMap;