@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.
- package/Build/ThirdParty/Workers/basis_transcoder.js +2233 -0
- package/Build/ThirdParty/Workers/draco_decoder_nodejs.js +1872 -0
- package/Build/ThirdParty/Workers/package.json +1 -0
- package/Build/ThirdParty/Workers/pako_deflate.min.js +589 -0
- package/Build/ThirdParty/Workers/pako_inflate.min.js +798 -0
- package/Build/ThirdParty/Workers/z-worker-pako.js +503 -0
- package/Build/ThirdParty/basis_transcoder.wasm +0 -0
- package/Build/ThirdParty/draco_decoder.wasm +0 -0
- package/Build/ThirdParty/google-earth-dbroot-parser.js +8019 -0
- package/Build/Widget/CesiumWidget.css +120 -0
- package/Build/Widget/lighter.css +13 -0
- package/Build/Workers/ArcType-ce2e50ab.js +37 -0
- package/Build/Workers/AttributeCompression-4589338a.js +716 -0
- package/Build/Workers/AxisAlignedBoundingBox-bfb1234f.js +258 -0
- package/Build/Workers/BoundingRectangle-7ffc2153.js +369 -0
- package/Build/Workers/BoxGeometry-93f344a3.js +884 -0
- package/Build/Workers/Check-666ab1a0.js +290 -0
- package/Build/Workers/Color-0c5aaf47.js +2262 -0
- package/Build/Workers/ComponentDatatype-f7b11d02.js +341 -0
- package/Build/Workers/CoplanarPolygonGeometryLibrary-6597982a.js +132 -0
- package/Build/Workers/CorridorGeometryLibrary-2119580e.js +498 -0
- package/Build/Workers/CylinderGeometry-f9503c6d.js +467 -0
- package/Build/Workers/CylinderGeometryLibrary-372c07d8.js +63 -0
- package/Build/Workers/EllipseGeometry-fedf72d5.js +1304 -0
- package/Build/Workers/EllipseGeometryLibrary-4ea68687.js +366 -0
- package/Build/Workers/EllipseOutlineGeometry-e2ae6a35.js +443 -0
- package/Build/Workers/EllipsoidGeodesic-16de63ea.js +520 -0
- package/Build/Workers/EllipsoidGeometry-95c0330e.js +637 -0
- package/Build/Workers/EllipsoidOutlineGeometry-d6d2ceec.js +454 -0
- package/Build/Workers/EllipsoidRhumbLine-ae5e65e0.js +741 -0
- package/Build/Workers/EllipsoidTangentPlane-bfc674bf.js +373 -0
- package/Build/Workers/EncodedCartesian3-f473ea18.js +171 -0
- package/Build/Workers/FrustumGeometry-3bf2e4eb.js +2512 -0
- package/Build/Workers/GeometryAttribute-df5f473e.js +619 -0
- package/Build/Workers/GeometryAttributes-f06a2792.js +91 -0
- package/Build/Workers/GeometryInstance-aa75b4cf.js +121 -0
- package/Build/Workers/GeometryOffsetAttribute-04332ce7.js +16 -0
- package/Build/Workers/GeometryPipeline-f0e46c42.js +3690 -0
- package/Build/Workers/IndexDatatype-a55ceaa1.js +200 -0
- package/Build/Workers/IntersectionTests-9de29d51.js +1836 -0
- package/Build/Workers/Math-2dbd6b93.js +1330 -0
- package/Build/Workers/Matrix2-ce637455.js +7084 -0
- package/Build/Workers/Matrix3-4f4df527.js +4282 -0
- package/Build/Workers/OrientedBoundingBox-d3ff3d4d.js +1257 -0
- package/Build/Workers/Plane-b81241c2.js +309 -0
- package/Build/Workers/PolygonGeometryLibrary-6f4937bb.js +1074 -0
- package/Build/Workers/PolygonPipeline-774a8aaf.js +1341 -0
- package/Build/Workers/PolylinePipeline-2e2b015c.js +573 -0
- package/Build/Workers/PolylineVolumeGeometryLibrary-7ee1d449.js +781 -0
- package/Build/Workers/PrimitivePipeline-a9b7aae0.js +966 -0
- package/Build/Workers/RectangleGeometryLibrary-9aa6c8f6.js +280 -0
- package/Build/Workers/RuntimeError-06c93819.js +68 -0
- package/Build/Workers/TerrainEncoding-b52dcfc5.js +1227 -0
- package/Build/Workers/Transforms-2f755df8.js +14683 -0
- package/Build/Workers/VertexFormat-6b480673.js +312 -0
- package/Build/Workers/WallGeometryLibrary-ab19a93d.js +211 -0
- package/Build/Workers/WebGLConstants-a8cc3e8c.js +620 -0
- package/Build/Workers/WebMercatorProjection-9f25de49.js +151 -0
- package/Build/Workers/arrayRemoveDuplicates-c2038105.js +129 -0
- package/Build/Workers/cesiumWorkerBootstrapper.js +1273 -0
- package/Build/Workers/combine-ca22a614.js +82 -0
- package/Build/Workers/combineGeometry.js +17 -0
- package/Build/Workers/createBoxGeometry.js +12 -0
- package/Build/Workers/createBoxOutlineGeometry.js +313 -0
- package/Build/Workers/createCircleGeometry.js +213 -0
- package/Build/Workers/createCircleOutlineGeometry.js +160 -0
- package/Build/Workers/createCoplanarPolygonGeometry.js +586 -0
- package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +236 -0
- package/Build/Workers/createCorridorGeometry.js +1407 -0
- package/Build/Workers/createCorridorOutlineGeometry.js +603 -0
- package/Build/Workers/createCylinderGeometry.js +12 -0
- package/Build/Workers/createCylinderOutlineGeometry.js +265 -0
- package/Build/Workers/createEllipseGeometry.js +14 -0
- package/Build/Workers/createEllipseOutlineGeometry.js +14 -0
- package/Build/Workers/createEllipsoidGeometry.js +12 -0
- package/Build/Workers/createEllipsoidOutlineGeometry.js +15 -0
- package/Build/Workers/createFrustumGeometry.js +12 -0
- package/Build/Workers/createFrustumOutlineGeometry.js +251 -0
- package/Build/Workers/createGeometry.js +55 -0
- package/Build/Workers/createGroundPolylineGeometry.js +2134 -0
- package/Build/Workers/createPlaneGeometry.js +250 -0
- package/Build/Workers/createPlaneOutlineGeometry.js +115 -0
- package/Build/Workers/createPolygonGeometry.js +1420 -0
- package/Build/Workers/createPolygonOutlineGeometry.js +683 -0
- package/Build/Workers/createPolylineGeometry.js +571 -0
- package/Build/Workers/createPolylineVolumeGeometry.js +411 -0
- package/Build/Workers/createPolylineVolumeOutlineGeometry.js +301 -0
- package/Build/Workers/createRectangleGeometry.js +1476 -0
- package/Build/Workers/createRectangleOutlineGeometry.js +535 -0
- package/Build/Workers/createSimplePolylineGeometry.js +458 -0
- package/Build/Workers/createSphereGeometry.js +123 -0
- package/Build/Workers/createSphereOutlineGeometry.js +126 -0
- package/Build/Workers/createTaskProcessorWorker.js +127 -0
- package/Build/Workers/createVectorTileClampedPolylines.js +535 -0
- package/Build/Workers/createVectorTileGeometries.js +445 -0
- package/Build/Workers/createVectorTilePoints.js +79 -0
- package/Build/Workers/createVectorTilePolygons.js +406 -0
- package/Build/Workers/createVectorTilePolylines.js +254 -0
- package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +640 -0
- package/Build/Workers/createVerticesFromHeightmap.js +2707 -0
- package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +994 -0
- package/Build/Workers/createWallGeometry.js +623 -0
- package/Build/Workers/createWallOutlineGeometry.js +432 -0
- package/Build/Workers/decodeDraco.js +381 -0
- package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +3668 -0
- package/Build/Workers/decodeI3S.js +1040 -0
- package/Build/Workers/defaultValue-0a909f67.js +51 -0
- package/Build/Workers/package.js +2 -0
- package/Build/Workers/transcodeKTX2.js +1516 -0
- package/Build/Workers/transferTypedArrayTest.js +18 -0
- package/Build/Workers/upsampleQuantizedTerrainMesh.js +1023 -0
- package/LICENSE.md +933 -0
- package/README.md +58 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_0.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_1.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_10.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_11.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_12.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_13.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_14.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_15.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_16.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_17.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_18.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_19.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_2.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_20.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_21.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_22.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_23.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_24.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_25.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_26.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_27.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_3.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_4.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_5.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_6.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_7.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_8.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_9.json +1 -0
- package/Source/Assets/Images/bing_maps_credit.png +0 -0
- package/Source/Assets/Images/cesium_credit.png +0 -0
- package/Source/Assets/Images/google_earth_credit.png +0 -0
- package/Source/Assets/Images/ion-credit.png +0 -0
- package/Source/Assets/Textures/LensFlare/DirtMask.jpg +0 -0
- package/Source/Assets/Textures/LensFlare/StarBurst.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/0/0/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/0/1/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/1/0/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/1/0/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/1/1/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/1/1/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/1/2/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/1/2/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/1/3/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/1/3/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/0/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/0/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/0/2.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/0/3.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/1/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/1/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/1/2.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/1/3.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/2/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/2/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/2/2.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/2/3.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/3/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/3/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/3/2.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/3/3.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/4/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/4/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/4/2.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/4/3.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/5/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/5/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/5/2.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/5/3.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/6/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/6/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/6/2.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/6/3.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/7/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/7/1.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/7/2.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/2/7/3.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/tilemapresource.xml +14 -0
- package/Source/Assets/Textures/SkyBox/tycho2t3_80_mx.jpg +0 -0
- package/Source/Assets/Textures/SkyBox/tycho2t3_80_my.jpg +0 -0
- package/Source/Assets/Textures/SkyBox/tycho2t3_80_mz.jpg +0 -0
- package/Source/Assets/Textures/SkyBox/tycho2t3_80_px.jpg +0 -0
- package/Source/Assets/Textures/SkyBox/tycho2t3_80_py.jpg +0 -0
- package/Source/Assets/Textures/SkyBox/tycho2t3_80_pz.jpg +0 -0
- package/Source/Assets/Textures/maki/airfield.png +0 -0
- package/Source/Assets/Textures/maki/airport.png +0 -0
- package/Source/Assets/Textures/maki/alcohol-shop.png +0 -0
- package/Source/Assets/Textures/maki/america-football.png +0 -0
- package/Source/Assets/Textures/maki/art-gallery.png +0 -0
- package/Source/Assets/Textures/maki/bakery.png +0 -0
- package/Source/Assets/Textures/maki/bank.png +0 -0
- package/Source/Assets/Textures/maki/bar.png +0 -0
- package/Source/Assets/Textures/maki/baseball.png +0 -0
- package/Source/Assets/Textures/maki/basketball.png +0 -0
- package/Source/Assets/Textures/maki/beer.png +0 -0
- package/Source/Assets/Textures/maki/bicycle.png +0 -0
- package/Source/Assets/Textures/maki/building.png +0 -0
- package/Source/Assets/Textures/maki/bus.png +0 -0
- package/Source/Assets/Textures/maki/cafe.png +0 -0
- package/Source/Assets/Textures/maki/camera.png +0 -0
- package/Source/Assets/Textures/maki/campsite.png +0 -0
- package/Source/Assets/Textures/maki/car.png +0 -0
- package/Source/Assets/Textures/maki/cemetery.png +0 -0
- package/Source/Assets/Textures/maki/cesium.png +0 -0
- package/Source/Assets/Textures/maki/chemist.png +0 -0
- package/Source/Assets/Textures/maki/cinema.png +0 -0
- package/Source/Assets/Textures/maki/circle-stroked.png +0 -0
- package/Source/Assets/Textures/maki/circle.png +0 -0
- package/Source/Assets/Textures/maki/city.png +0 -0
- package/Source/Assets/Textures/maki/clothing-store.png +0 -0
- package/Source/Assets/Textures/maki/college.png +0 -0
- package/Source/Assets/Textures/maki/commercial.png +0 -0
- package/Source/Assets/Textures/maki/cricket.png +0 -0
- package/Source/Assets/Textures/maki/cross.png +0 -0
- package/Source/Assets/Textures/maki/dam.png +0 -0
- package/Source/Assets/Textures/maki/danger.png +0 -0
- package/Source/Assets/Textures/maki/disability.png +0 -0
- package/Source/Assets/Textures/maki/dog-park.png +0 -0
- package/Source/Assets/Textures/maki/embassy.png +0 -0
- package/Source/Assets/Textures/maki/emergency-telephone.png +0 -0
- package/Source/Assets/Textures/maki/entrance.png +0 -0
- package/Source/Assets/Textures/maki/farm.png +0 -0
- package/Source/Assets/Textures/maki/fast-food.png +0 -0
- package/Source/Assets/Textures/maki/ferry.png +0 -0
- package/Source/Assets/Textures/maki/fire-station.png +0 -0
- package/Source/Assets/Textures/maki/fuel.png +0 -0
- package/Source/Assets/Textures/maki/garden.png +0 -0
- package/Source/Assets/Textures/maki/gift.png +0 -0
- package/Source/Assets/Textures/maki/golf.png +0 -0
- package/Source/Assets/Textures/maki/grocery.png +0 -0
- package/Source/Assets/Textures/maki/hairdresser.png +0 -0
- package/Source/Assets/Textures/maki/harbor.png +0 -0
- package/Source/Assets/Textures/maki/heart.png +0 -0
- package/Source/Assets/Textures/maki/heliport.png +0 -0
- package/Source/Assets/Textures/maki/hospital.png +0 -0
- package/Source/Assets/Textures/maki/ice-cream.png +0 -0
- package/Source/Assets/Textures/maki/industrial.png +0 -0
- package/Source/Assets/Textures/maki/land-use.png +0 -0
- package/Source/Assets/Textures/maki/laundry.png +0 -0
- package/Source/Assets/Textures/maki/library.png +0 -0
- package/Source/Assets/Textures/maki/lighthouse.png +0 -0
- package/Source/Assets/Textures/maki/lodging.png +0 -0
- package/Source/Assets/Textures/maki/logging.png +0 -0
- package/Source/Assets/Textures/maki/london-underground.png +0 -0
- package/Source/Assets/Textures/maki/marker-stroked.png +0 -0
- package/Source/Assets/Textures/maki/marker.png +0 -0
- package/Source/Assets/Textures/maki/minefield.png +0 -0
- package/Source/Assets/Textures/maki/mobilephone.png +0 -0
- package/Source/Assets/Textures/maki/monument.png +0 -0
- package/Source/Assets/Textures/maki/museum.png +0 -0
- package/Source/Assets/Textures/maki/music.png +0 -0
- package/Source/Assets/Textures/maki/oil-well.png +0 -0
- package/Source/Assets/Textures/maki/park.png +0 -0
- package/Source/Assets/Textures/maki/park2.png +0 -0
- package/Source/Assets/Textures/maki/parking-garage.png +0 -0
- package/Source/Assets/Textures/maki/parking.png +0 -0
- package/Source/Assets/Textures/maki/pharmacy.png +0 -0
- package/Source/Assets/Textures/maki/pitch.png +0 -0
- package/Source/Assets/Textures/maki/place-of-worship.png +0 -0
- package/Source/Assets/Textures/maki/playground.png +0 -0
- package/Source/Assets/Textures/maki/police.png +0 -0
- package/Source/Assets/Textures/maki/polling-place.png +0 -0
- package/Source/Assets/Textures/maki/post.png +0 -0
- package/Source/Assets/Textures/maki/prison.png +0 -0
- package/Source/Assets/Textures/maki/rail-above.png +0 -0
- package/Source/Assets/Textures/maki/rail-light.png +0 -0
- package/Source/Assets/Textures/maki/rail-metro.png +0 -0
- package/Source/Assets/Textures/maki/rail-underground.png +0 -0
- package/Source/Assets/Textures/maki/rail.png +0 -0
- package/Source/Assets/Textures/maki/religious-christian.png +0 -0
- package/Source/Assets/Textures/maki/religious-jewish.png +0 -0
- package/Source/Assets/Textures/maki/religious-muslim.png +0 -0
- package/Source/Assets/Textures/maki/restaurant.png +0 -0
- package/Source/Assets/Textures/maki/roadblock.png +0 -0
- package/Source/Assets/Textures/maki/rocket.png +0 -0
- package/Source/Assets/Textures/maki/school.png +0 -0
- package/Source/Assets/Textures/maki/scooter.png +0 -0
- package/Source/Assets/Textures/maki/shop.png +0 -0
- package/Source/Assets/Textures/maki/skiing.png +0 -0
- package/Source/Assets/Textures/maki/slaughterhouse.png +0 -0
- package/Source/Assets/Textures/maki/soccer.png +0 -0
- package/Source/Assets/Textures/maki/square-stroked.png +0 -0
- package/Source/Assets/Textures/maki/square.png +0 -0
- package/Source/Assets/Textures/maki/star-stroked.png +0 -0
- package/Source/Assets/Textures/maki/star.png +0 -0
- package/Source/Assets/Textures/maki/suitcase.png +0 -0
- package/Source/Assets/Textures/maki/swimming.png +0 -0
- package/Source/Assets/Textures/maki/telephone.png +0 -0
- package/Source/Assets/Textures/maki/tennis.png +0 -0
- package/Source/Assets/Textures/maki/theatre.png +0 -0
- package/Source/Assets/Textures/maki/toilets.png +0 -0
- package/Source/Assets/Textures/maki/town-hall.png +0 -0
- package/Source/Assets/Textures/maki/town.png +0 -0
- package/Source/Assets/Textures/maki/triangle-stroked.png +0 -0
- package/Source/Assets/Textures/maki/triangle.png +0 -0
- package/Source/Assets/Textures/maki/village.png +0 -0
- package/Source/Assets/Textures/maki/warehouse.png +0 -0
- package/Source/Assets/Textures/maki/waste-basket.png +0 -0
- package/Source/Assets/Textures/maki/water.png +0 -0
- package/Source/Assets/Textures/maki/wetland.png +0 -0
- package/Source/Assets/Textures/maki/zoo.png +0 -0
- package/Source/Assets/Textures/moonSmall.jpg +0 -0
- package/Source/Assets/Textures/pin.svg +1 -0
- package/Source/Assets/Textures/waterNormals.jpg +0 -0
- package/Source/Assets/Textures/waterNormalsSmall.jpg +0 -0
- package/Source/Assets/approximateTerrainHeights.json +1 -0
- package/Source/Core/ApproximateTerrainHeights.js +256 -0
- package/Source/Core/ArcGISTiledElevationTerrainProvider.js +728 -0
- package/Source/Core/ArcType.js +31 -0
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- package/Source/Shaders/PostProcessStages/PassThrough.js +10 -0
- package/Source/Shaders/PostProcessStages/PassThroughDepth.glsl +8 -0
- package/Source/Shaders/PostProcessStages/PassThroughDepth.js +10 -0
- package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.glsl +63 -0
- package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.js +65 -0
- package/Source/Shaders/PostProcessStages/ReinhardTonemapping.glsl +23 -0
- package/Source/Shaders/PostProcessStages/ReinhardTonemapping.js +25 -0
- package/Source/Shaders/PostProcessStages/Silhouette.glsl +11 -0
- package/Source/Shaders/PostProcessStages/Silhouette.js +13 -0
- package/Source/Shaders/ReprojectWebMercatorFS.glsl +8 -0
- package/Source/Shaders/ReprojectWebMercatorFS.js +10 -0
- package/Source/Shaders/ReprojectWebMercatorVS.glsl +12 -0
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- package/Source/Shaders/ShadowVolumeAppearanceFS.glsl +165 -0
- package/Source/Shaders/ShadowVolumeAppearanceFS.js +167 -0
- package/Source/Shaders/ShadowVolumeAppearanceVS.glsl +101 -0
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- package/Source/Shaders/ShadowVolumeFS.glsl +17 -0
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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;
|