@hztxi/cesium-engine 25.0.0

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Files changed (1964) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +640 -0
  2. package/Build/Workers/chunk-3GCPDH2L.js +102 -0
  3. package/Build/Workers/chunk-3MADNO4X.js +1067 -0
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  67. package/Build/Workers/createCorridorGeometry.js +1258 -0
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  96. package/Build/Workers/createVectorTilePolylines.js +262 -0
  97. package/Build/Workers/createVerticesFromCesium3DTilesTerrain.js +92 -0
  98. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +566 -0
  99. package/Build/Workers/createVerticesFromHeightmap.js +2256 -0
  100. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +500 -0
  101. package/Build/Workers/createWallGeometry.js +487 -0
  102. package/Build/Workers/createWallOutlineGeometry.js +335 -0
  103. package/Build/Workers/decodeDraco.js +369 -0
  104. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +2666 -0
  105. package/Build/Workers/decodeI3S.js +1339 -0
  106. package/Build/Workers/gaussianSplatSorter.js +62 -0
  107. package/Build/Workers/gaussianSplatTextureGenerator.js +68 -0
  108. package/Build/Workers/incrementallyBuildTerrainPicker.js +129 -0
  109. package/Build/Workers/transcodeKTX2.js +3466 -0
  110. package/Build/Workers/transferTypedArrayTest.js +41 -0
  111. package/Build/Workers/upsampleQuantizedTerrainMesh.js +821 -0
  112. package/Build/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +96 -0
  113. package/LICENSE.md +928 -0
  114. package/README.md +76 -0
  115. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_0.json +1 -0
  116. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_1.json +1 -0
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  143. package/Source/Assets/Images/bing_maps_credit.png +0 -0
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  145. package/Source/Assets/Images/google_earth_credit.png +0 -0
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  1964. package/package.json +83 -0
@@ -0,0 +1,1726 @@
1
+ import Buffer from "./Buffer.js";
2
+ import Check from "../Core/Check.js";
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+ import Color from "../Core/Color.js";
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+ import ComponentDatatype from "../Core/ComponentDatatype.js";
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+ import createGuid from "../Core/createGuid.js";
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+ import Frozen from "../Core/Frozen.js";
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+ import defined from "../Core/defined.js";
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+ import destroyObject from "../Core/destroyObject.js";
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+ import DeveloperError from "../Core/DeveloperError.js";
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+ import Geometry from "../Core/Geometry.js";
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+ import GeometryAttribute from "../Core/GeometryAttribute.js";
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+ import loadKTX2 from "../Core/loadKTX2.js";
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+ import Matrix4 from "../Core/Matrix4.js";
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+ import PixelFormat from "../Core/PixelFormat.js";
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+ import PrimitiveType from "../Core/PrimitiveType.js";
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+ import RuntimeError from "../Core/RuntimeError.js";
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+ import WebGLConstants from "../Core/WebGLConstants.js";
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+ import ViewportQuadVS from "../Shaders/ViewportQuadVS.js";
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+ import BufferUsage from "./BufferUsage.js";
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+ import ClearCommand from "./ClearCommand.js";
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+ import ContextLimits from "./ContextLimits.js";
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+ import CubeMap from "./CubeMap.js";
23
+ import DrawCommand from "./DrawCommand.js";
24
+ import PassState from "./PassState.js";
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+ import PickId from "./PickId.js";
26
+ import PixelDatatype from "./PixelDatatype.js";
27
+ import RenderState from "./RenderState.js";
28
+ import ShaderCache from "./ShaderCache.js";
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+ import ShaderProgram from "./ShaderProgram.js";
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+ import Texture from "./Texture.js";
31
+ import TextureCache from "./TextureCache.js";
32
+ import UniformState from "./UniformState.js";
33
+ import VertexArray from "./VertexArray.js";
34
+
35
+ /**
36
+ * @private
37
+ * @constructor
38
+ *
39
+ * @param {HTMLCanvasElement} canvas The canvas element to which the context will be associated
40
+ * @param {ContextOptions} [options] Options to control WebGL settings for the context
41
+ */
42
+ function Context(canvas, options) {
43
+ //>>includeStart('debug', pragmas.debug);
44
+ Check.defined("canvas", canvas);
45
+ //>>includeEnd('debug');
46
+
47
+ const {
48
+ getWebGLStub,
49
+ requestWebgl1,
50
+ webgl: webglOptions = {},
51
+ allowTextureFilterAnisotropic = true,
52
+ } = options ?? {};
53
+
54
+ // Override select WebGL defaults
55
+ webglOptions.alpha = webglOptions.alpha ?? false; // WebGL default is true
56
+ webglOptions.stencil = webglOptions.stencil ?? true; // WebGL default is false
57
+ webglOptions.powerPreference =
58
+ webglOptions.powerPreference ?? "high-performance"; // WebGL default is "default"
59
+
60
+ const glContext = defined(getWebGLStub)
61
+ ? getWebGLStub(canvas, webglOptions)
62
+ : getWebGLContext(canvas, webglOptions, requestWebgl1);
63
+
64
+ // Get context type. instanceof will throw if WebGL2 is not supported
65
+ const webgl2Supported = typeof WebGL2RenderingContext !== "undefined";
66
+ const webgl2 = webgl2Supported && glContext instanceof WebGL2RenderingContext;
67
+
68
+ this._canvas = canvas;
69
+ this._originalGLContext = glContext;
70
+ this._gl = glContext;
71
+ this._webgl2 = webgl2;
72
+ this._id = createGuid();
73
+
74
+ // Validation and logging disabled by default for speed.
75
+ this.validateFramebuffer = false;
76
+ this.validateShaderProgram = false;
77
+ this.logShaderCompilation = false;
78
+
79
+ this._throwOnWebGLError = false;
80
+
81
+ this._shaderCache = new ShaderCache(this);
82
+ this._textureCache = new TextureCache();
83
+
84
+ const gl = glContext;
85
+
86
+ this._stencilBits = gl.getParameter(gl.STENCIL_BITS);
87
+
88
+ ContextLimits._maximumCombinedTextureImageUnits = gl.getParameter(
89
+ gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS,
90
+ );
91
+ ContextLimits._maximumCubeMapSize = gl.getParameter(
92
+ gl.MAX_CUBE_MAP_TEXTURE_SIZE,
93
+ );
94
+ ContextLimits._maximumFragmentUniformVectors = gl.getParameter(
95
+ gl.MAX_FRAGMENT_UNIFORM_VECTORS,
96
+ );
97
+ ContextLimits._maximumTextureImageUnits = gl.getParameter(
98
+ gl.MAX_TEXTURE_IMAGE_UNITS,
99
+ );
100
+ ContextLimits._maximumRenderbufferSize = gl.getParameter(
101
+ gl.MAX_RENDERBUFFER_SIZE,
102
+ );
103
+ ContextLimits._maximumTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
104
+ ContextLimits._maximum3DTextureSize = gl.getParameter(gl.MAX_3D_TEXTURE_SIZE);
105
+ ContextLimits._maximumVaryingVectors = gl.getParameter(
106
+ gl.MAX_VARYING_VECTORS,
107
+ );
108
+ ContextLimits._maximumVertexAttributes = gl.getParameter(
109
+ gl.MAX_VERTEX_ATTRIBS,
110
+ );
111
+ ContextLimits._maximumVertexTextureImageUnits = gl.getParameter(
112
+ gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS,
113
+ );
114
+ ContextLimits._maximumVertexUniformVectors = gl.getParameter(
115
+ gl.MAX_VERTEX_UNIFORM_VECTORS,
116
+ );
117
+
118
+ ContextLimits._maximumSamples = this._webgl2
119
+ ? gl.getParameter(gl.MAX_SAMPLES)
120
+ : 0;
121
+
122
+ const aliasedLineWidthRange = gl.getParameter(gl.ALIASED_LINE_WIDTH_RANGE); // must include 1
123
+ ContextLimits._minimumAliasedLineWidth = aliasedLineWidthRange[0];
124
+ ContextLimits._maximumAliasedLineWidth = aliasedLineWidthRange[1];
125
+
126
+ const aliasedPointSizeRange = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE); // must include 1
127
+ ContextLimits._minimumAliasedPointSize = aliasedPointSizeRange[0];
128
+ ContextLimits._maximumAliasedPointSize = aliasedPointSizeRange[1];
129
+
130
+ const maximumViewportDimensions = gl.getParameter(gl.MAX_VIEWPORT_DIMS);
131
+ ContextLimits._maximumViewportWidth = maximumViewportDimensions[0];
132
+ ContextLimits._maximumViewportHeight = maximumViewportDimensions[1];
133
+
134
+ const highpFloat = gl.getShaderPrecisionFormat(
135
+ gl.FRAGMENT_SHADER,
136
+ gl.HIGH_FLOAT,
137
+ );
138
+ ContextLimits._highpFloatSupported = highpFloat.precision !== 0;
139
+ const highpInt = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT);
140
+ ContextLimits._highpIntSupported = highpInt.rangeMax !== 0;
141
+
142
+ this._antialias = gl.getContextAttributes().antialias;
143
+
144
+ // Query and initialize extensions
145
+ this._standardDerivatives = !!getExtension(gl, ["OES_standard_derivatives"]);
146
+ this._blendMinmax = !!getExtension(gl, ["EXT_blend_minmax"]);
147
+ this._elementIndexUint = !!getExtension(gl, ["OES_element_index_uint"]);
148
+ this._depthTexture = !!getExtension(gl, [
149
+ "WEBGL_depth_texture",
150
+ "WEBKIT_WEBGL_depth_texture",
151
+ ]);
152
+ this._fragDepth = !!getExtension(gl, ["EXT_frag_depth"]);
153
+ this._debugShaders = getExtension(gl, ["WEBGL_debug_shaders"]);
154
+
155
+ this._textureFloat = !!getExtension(gl, ["OES_texture_float"]);
156
+ this._textureHalfFloat = !!getExtension(gl, ["OES_texture_half_float"]);
157
+
158
+ this._textureFloatLinear = !!getExtension(gl, ["OES_texture_float_linear"]);
159
+ this._textureHalfFloatLinear = !!getExtension(gl, [
160
+ "OES_texture_half_float_linear",
161
+ ]);
162
+
163
+ this._supportsTextureLod = !!getExtension(gl, ["EXT_shader_texture_lod"]);
164
+
165
+ this._colorBufferFloat = !!getExtension(gl, [
166
+ "EXT_color_buffer_float",
167
+ "WEBGL_color_buffer_float",
168
+ ]);
169
+ this._floatBlend = !!getExtension(gl, ["EXT_float_blend"]);
170
+ this._colorBufferHalfFloat = !!getExtension(gl, [
171
+ "EXT_color_buffer_half_float",
172
+ ]);
173
+
174
+ this._s3tc = !!getExtension(gl, [
175
+ "WEBGL_compressed_texture_s3tc",
176
+ "MOZ_WEBGL_compressed_texture_s3tc",
177
+ "WEBKIT_WEBGL_compressed_texture_s3tc",
178
+ ]);
179
+ this._pvrtc = !!getExtension(gl, [
180
+ "WEBGL_compressed_texture_pvrtc",
181
+ "WEBKIT_WEBGL_compressed_texture_pvrtc",
182
+ ]);
183
+ this._astc = !!getExtension(gl, ["WEBGL_compressed_texture_astc"]);
184
+ this._etc = !!getExtension(gl, ["WEBG_compressed_texture_etc"]);
185
+ this._etc1 = !!getExtension(gl, ["WEBGL_compressed_texture_etc1"]);
186
+ this._bc7 = !!getExtension(gl, ["EXT_texture_compression_bptc"]);
187
+
188
+ // It is necessary to pass supported formats to loadKTX2
189
+ // because imagery layers don't have access to the context.
190
+ loadKTX2.setKTX2SupportedFormats(
191
+ this._s3tc,
192
+ this._pvrtc,
193
+ this._astc,
194
+ this._etc,
195
+ this._etc1,
196
+ this._bc7,
197
+ );
198
+
199
+ const textureFilterAnisotropic = allowTextureFilterAnisotropic
200
+ ? getExtension(gl, [
201
+ "EXT_texture_filter_anisotropic",
202
+ "WEBKIT_EXT_texture_filter_anisotropic",
203
+ ])
204
+ : undefined;
205
+ this._textureFilterAnisotropic = textureFilterAnisotropic;
206
+ ContextLimits._maximumTextureFilterAnisotropy = defined(
207
+ textureFilterAnisotropic,
208
+ )
209
+ ? gl.getParameter(textureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT)
210
+ : 1.0;
211
+
212
+ let glCreateVertexArray;
213
+ let glBindVertexArray;
214
+ let glDeleteVertexArray;
215
+
216
+ let glDrawElementsInstanced;
217
+ let glDrawArraysInstanced;
218
+ let glVertexAttribDivisor;
219
+
220
+ let glDrawBuffers;
221
+
222
+ let vertexArrayObject;
223
+ let instancedArrays;
224
+ let drawBuffers;
225
+
226
+ if (webgl2) {
227
+ const that = this;
228
+
229
+ glCreateVertexArray = function () {
230
+ return that._gl.createVertexArray();
231
+ };
232
+ glBindVertexArray = function (vao) {
233
+ that._gl.bindVertexArray(vao);
234
+ };
235
+ glDeleteVertexArray = function (vao) {
236
+ that._gl.deleteVertexArray(vao);
237
+ };
238
+
239
+ glDrawElementsInstanced = function (
240
+ mode,
241
+ count,
242
+ type,
243
+ offset,
244
+ instanceCount,
245
+ ) {
246
+ gl.drawElementsInstanced(mode, count, type, offset, instanceCount);
247
+ };
248
+ glDrawArraysInstanced = function (mode, first, count, instanceCount) {
249
+ gl.drawArraysInstanced(mode, first, count, instanceCount);
250
+ };
251
+ glVertexAttribDivisor = function (index, divisor) {
252
+ gl.vertexAttribDivisor(index, divisor);
253
+ };
254
+
255
+ glDrawBuffers = function (buffers) {
256
+ gl.drawBuffers(buffers);
257
+ };
258
+ } else {
259
+ vertexArrayObject = getExtension(gl, ["OES_vertex_array_object"]);
260
+ if (defined(vertexArrayObject)) {
261
+ glCreateVertexArray = function () {
262
+ return vertexArrayObject.createVertexArrayOES();
263
+ };
264
+ glBindVertexArray = function (vertexArray) {
265
+ vertexArrayObject.bindVertexArrayOES(vertexArray);
266
+ };
267
+ glDeleteVertexArray = function (vertexArray) {
268
+ vertexArrayObject.deleteVertexArrayOES(vertexArray);
269
+ };
270
+ }
271
+
272
+ instancedArrays = getExtension(gl, ["ANGLE_instanced_arrays"]);
273
+ if (defined(instancedArrays)) {
274
+ glDrawElementsInstanced = function (
275
+ mode,
276
+ count,
277
+ type,
278
+ offset,
279
+ instanceCount,
280
+ ) {
281
+ instancedArrays.drawElementsInstancedANGLE(
282
+ mode,
283
+ count,
284
+ type,
285
+ offset,
286
+ instanceCount,
287
+ );
288
+ };
289
+ glDrawArraysInstanced = function (mode, first, count, instanceCount) {
290
+ instancedArrays.drawArraysInstancedANGLE(
291
+ mode,
292
+ first,
293
+ count,
294
+ instanceCount,
295
+ );
296
+ };
297
+ glVertexAttribDivisor = function (index, divisor) {
298
+ instancedArrays.vertexAttribDivisorANGLE(index, divisor);
299
+ };
300
+ }
301
+
302
+ drawBuffers = getExtension(gl, ["WEBGL_draw_buffers"]);
303
+ if (defined(drawBuffers)) {
304
+ glDrawBuffers = function (buffers) {
305
+ drawBuffers.drawBuffersWEBGL(buffers);
306
+ };
307
+ }
308
+ }
309
+
310
+ this.glCreateVertexArray = glCreateVertexArray;
311
+ this.glBindVertexArray = glBindVertexArray;
312
+ this.glDeleteVertexArray = glDeleteVertexArray;
313
+
314
+ this.glDrawElementsInstanced = glDrawElementsInstanced;
315
+ this.glDrawArraysInstanced = glDrawArraysInstanced;
316
+ this.glVertexAttribDivisor = glVertexAttribDivisor;
317
+
318
+ this.glDrawBuffers = glDrawBuffers;
319
+
320
+ this._vertexArrayObject = !!vertexArrayObject;
321
+ this._instancedArrays = !!instancedArrays;
322
+ this._drawBuffers = !!drawBuffers;
323
+
324
+ ContextLimits._maximumDrawBuffers = this.drawBuffers
325
+ ? gl.getParameter(WebGLConstants.MAX_DRAW_BUFFERS)
326
+ : 1;
327
+ ContextLimits._maximumColorAttachments = this.drawBuffers
328
+ ? gl.getParameter(WebGLConstants.MAX_COLOR_ATTACHMENTS)
329
+ : 1;
330
+
331
+ this._clearColor = new Color(0.0, 0.0, 0.0, 0.0);
332
+ this._clearDepth = 1.0;
333
+ this._clearStencil = 0;
334
+
335
+ const us = new UniformState();
336
+ const ps = new PassState(this);
337
+ const rs = RenderState.fromCache();
338
+
339
+ this._defaultPassState = ps;
340
+ this._defaultRenderState = rs;
341
+ // default texture has a value of (1, 1, 1)
342
+ // default emissive texture has a value of (0, 0, 0)
343
+ // default normal texture is +z which is encoded as (0.5, 0.5, 1)
344
+ this._defaultTexture = undefined;
345
+ this._defaultEmissiveTexture = undefined;
346
+ this._defaultNormalTexture = undefined;
347
+ this._defaultCubeMap = undefined;
348
+
349
+ this._us = us;
350
+ this._currentRenderState = rs;
351
+ this._currentPassState = ps;
352
+ this._currentFramebuffer = undefined;
353
+ this._maxFrameTextureUnitIndex = 0;
354
+
355
+ // Vertex attribute divisor state cache. Workaround for ANGLE (also look at VertexArray.setVertexAttribDivisor)
356
+ this._vertexAttribDivisors = [];
357
+ this._previousDrawInstanced = false;
358
+ for (let i = 0; i < ContextLimits._maximumVertexAttributes; i++) {
359
+ this._vertexAttribDivisors.push(0);
360
+ }
361
+
362
+ this._pickObjects = new Map();
363
+ this._nextPickColor = new Uint32Array(1);
364
+
365
+ /**
366
+ * The options used to construct this context
367
+ *
368
+ * @type {ContextOptions}
369
+ */
370
+ this.options = {
371
+ getWebGLStub: getWebGLStub,
372
+ requestWebgl1: requestWebgl1,
373
+ webgl: webglOptions,
374
+ allowTextureFilterAnisotropic: allowTextureFilterAnisotropic,
375
+ };
376
+
377
+ /**
378
+ * A cache of objects tied to this context. Just before the Context is destroyed,
379
+ * <code>destroy</code> will be invoked on each object in this object literal that has
380
+ * such a method. This is useful for caching any objects that might otherwise
381
+ * be stored globally, except they're tied to a particular context, and to manage
382
+ * their lifetime.
383
+ *
384
+ * @type {object}
385
+ */
386
+ this.cache = {};
387
+
388
+ RenderState.apply(gl, rs, ps);
389
+ }
390
+
391
+ /**
392
+ * @typedef {object} ContextOptions
393
+ *
394
+ * Options to control the setting up of a WebGL Context.
395
+ * <p>
396
+ * <code>allowTextureFilterAnisotropic</code> defaults to true, which enables
397
+ * anisotropic texture filtering when the WebGL extension is supported.
398
+ * Setting this to false will improve performance, but hurt visual quality,
399
+ * especially for horizon views.
400
+ * </p>
401
+ *
402
+ * @property {boolean} [requestWebgl1=false] If true and the browser supports it, use a WebGL 1 rendering context
403
+ * @property {boolean} [allowTextureFilterAnisotropic=true] If true, use anisotropic filtering during texture sampling
404
+ * @property {WebGLOptions} [webgl] WebGL options to be passed on to canvas.getContext
405
+ * @property {Function} [getWebGLStub] A function to create a WebGL stub for testing
406
+ */
407
+
408
+ /**
409
+ * @private
410
+ * @param {HTMLCanvasElement} canvas The canvas element to which the context will be associated
411
+ * @param {WebGLOptions} webglOptions WebGL options to be passed on to HTMLCanvasElement.getContext()
412
+ * @param {boolean} requestWebgl1 Whether to request a WebGLRenderingContext or a WebGL2RenderingContext.
413
+ * @returns {WebGLRenderingContext|WebGL2RenderingContext}
414
+ */
415
+ function getWebGLContext(canvas, webglOptions, requestWebgl1) {
416
+ if (typeof WebGLRenderingContext === "undefined") {
417
+ throw new RuntimeError(
418
+ "The browser does not support WebGL. Visit http://get.webgl.org.",
419
+ );
420
+ }
421
+
422
+ // Ensure that WebGL 2 is supported when it is requested. Otherwise, fall back to WebGL 1.
423
+ const webgl2Supported = typeof WebGL2RenderingContext !== "undefined";
424
+ if (!requestWebgl1 && !webgl2Supported) {
425
+ requestWebgl1 = true;
426
+ }
427
+
428
+ const contextType = requestWebgl1 ? "webgl" : "webgl2";
429
+ const glContext = canvas.getContext(contextType, webglOptions);
430
+
431
+ if (!defined(glContext)) {
432
+ throw new RuntimeError(
433
+ "The browser supports WebGL, but initialization failed.",
434
+ );
435
+ }
436
+
437
+ return glContext;
438
+ }
439
+
440
+ /**
441
+ * @typedef {object} WebGLOptions
442
+ *
443
+ * WebGL options to be passed on to HTMLCanvasElement.getContext().
444
+ * See {@link https://registry.khronos.org/webgl/specs/latest/1.0/#5.2|WebGLContextAttributes}
445
+ * but note the modified defaults for 'alpha', 'stencil', and 'powerPreference'
446
+ *
447
+ * <p>
448
+ * <code>alpha</code> defaults to false, which can improve performance
449
+ * compared to the standard WebGL default of true. If an application needs
450
+ * to composite Cesium above other HTML elements using alpha-blending, set
451
+ * <code>alpha</code> to true.
452
+ * </p>
453
+ *
454
+ * @property {boolean} [alpha=false]
455
+ * @property {boolean} [depth=true]
456
+ * @property {boolean} [stencil=false]
457
+ * @property {boolean} [antialias=true]
458
+ * @property {boolean} [premultipliedAlpha=true]
459
+ * @property {boolean} [preserveDrawingBuffer=false]
460
+ * @property {("default"|"low-power"|"high-performance")} [powerPreference="high-performance"]
461
+ * @property {boolean} [failIfMajorPerformanceCaveat=false]
462
+ */
463
+
464
+ function errorToString(gl, error) {
465
+ let message = "WebGL Error: ";
466
+ switch (error) {
467
+ case gl.INVALID_ENUM:
468
+ message += "INVALID_ENUM";
469
+ break;
470
+ case gl.INVALID_VALUE:
471
+ message += "INVALID_VALUE";
472
+ break;
473
+ case gl.INVALID_OPERATION:
474
+ message += "INVALID_OPERATION";
475
+ break;
476
+ case gl.OUT_OF_MEMORY:
477
+ message += "OUT_OF_MEMORY";
478
+ break;
479
+ case gl.CONTEXT_LOST_WEBGL:
480
+ message += "CONTEXT_LOST_WEBGL lost";
481
+ break;
482
+ default:
483
+ message += `Unknown (${error})`;
484
+ }
485
+
486
+ return message;
487
+ }
488
+
489
+ function createErrorMessage(gl, glFunc, glFuncArguments, error) {
490
+ let message = `${errorToString(gl, error)}: ${glFunc.name}(`;
491
+
492
+ for (let i = 0; i < glFuncArguments.length; ++i) {
493
+ if (i !== 0) {
494
+ message += ", ";
495
+ }
496
+ message += glFuncArguments[i];
497
+ }
498
+ message += ");";
499
+
500
+ return message;
501
+ }
502
+
503
+ function throwOnError(gl, glFunc, glFuncArguments) {
504
+ const error = gl.getError();
505
+ if (error !== gl.NO_ERROR) {
506
+ throw new RuntimeError(
507
+ createErrorMessage(gl, glFunc, glFuncArguments, error),
508
+ );
509
+ }
510
+ }
511
+
512
+ function makeGetterSetter(gl, propertyName, logFunction) {
513
+ return {
514
+ get: function () {
515
+ const value = gl[propertyName];
516
+ logFunction(gl, `get: ${propertyName}`, value);
517
+ return gl[propertyName];
518
+ },
519
+ set: function (value) {
520
+ gl[propertyName] = value;
521
+ logFunction(gl, `set: ${propertyName}`, value);
522
+ },
523
+ };
524
+ }
525
+
526
+ function wrapGL(gl, logFunction) {
527
+ if (!defined(logFunction)) {
528
+ return gl;
529
+ }
530
+
531
+ function wrapFunction(property) {
532
+ return function () {
533
+ const result = property.apply(gl, arguments);
534
+ logFunction(gl, property, arguments);
535
+ return result;
536
+ };
537
+ }
538
+
539
+ const glWrapper = {};
540
+
541
+ // JavaScript linters normally demand that a for..in loop must directly contain an if,
542
+ // but in our loop below, we actually intend to iterate all properties, including
543
+ // those in the prototype.
544
+ /*eslint-disable guard-for-in*/
545
+ for (const propertyName in gl) {
546
+ const property = gl[propertyName];
547
+
548
+ // wrap any functions we encounter, otherwise just copy the property to the wrapper.
549
+ if (property instanceof Function) {
550
+ glWrapper[propertyName] = wrapFunction(property);
551
+ } else {
552
+ Object.defineProperty(
553
+ glWrapper,
554
+ propertyName,
555
+ makeGetterSetter(gl, propertyName, logFunction),
556
+ );
557
+ }
558
+ }
559
+ /*eslint-enable guard-for-in*/
560
+
561
+ return glWrapper;
562
+ }
563
+
564
+ function getExtension(gl, names) {
565
+ const length = names.length;
566
+ for (let i = 0; i < length; ++i) {
567
+ const extension = gl.getExtension(names[i]);
568
+ if (extension) {
569
+ return extension;
570
+ }
571
+ }
572
+
573
+ return undefined;
574
+ }
575
+
576
+ const defaultFramebufferMarker = {};
577
+
578
+ Object.defineProperties(Context.prototype, {
579
+ id: {
580
+ get: function () {
581
+ return this._id;
582
+ },
583
+ },
584
+ webgl2: {
585
+ get: function () {
586
+ return this._webgl2;
587
+ },
588
+ },
589
+ canvas: {
590
+ get: function () {
591
+ return this._canvas;
592
+ },
593
+ },
594
+ shaderCache: {
595
+ get: function () {
596
+ return this._shaderCache;
597
+ },
598
+ },
599
+ textureCache: {
600
+ get: function () {
601
+ return this._textureCache;
602
+ },
603
+ },
604
+ uniformState: {
605
+ get: function () {
606
+ return this._us;
607
+ },
608
+ },
609
+
610
+ /**
611
+ * The number of stencil bits per pixel in the default bound framebuffer. The minimum is eight bits.
612
+ * @memberof Context.prototype
613
+ * @type {number}
614
+ * @see {@link https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGet.xml|glGet} with <code>STENCIL_BITS</code>.
615
+ */
616
+ stencilBits: {
617
+ get: function () {
618
+ return this._stencilBits;
619
+ },
620
+ },
621
+
622
+ /**
623
+ * <code>true</code> if the WebGL context supports stencil buffers.
624
+ * Stencil buffers are not supported by all systems.
625
+ * @memberof Context.prototype
626
+ * @type {boolean}
627
+ */
628
+ stencilBuffer: {
629
+ get: function () {
630
+ return this._stencilBits >= 8;
631
+ },
632
+ },
633
+
634
+ /**
635
+ * <code>true</code> if the WebGL context supports antialiasing. By default
636
+ * antialiasing is requested, but it is not supported by all systems.
637
+ * @memberof Context.prototype
638
+ * @type {boolean}
639
+ */
640
+ antialias: {
641
+ get: function () {
642
+ return this._antialias;
643
+ },
644
+ },
645
+
646
+ /**
647
+ * <code>true</code> if the WebGL context supports multisample antialiasing. Requires
648
+ * WebGL2.
649
+ * @memberof Context.prototype
650
+ * @type {boolean}
651
+ */
652
+ msaa: {
653
+ get: function () {
654
+ return this._webgl2;
655
+ },
656
+ },
657
+
658
+ /**
659
+ * <code>true</code> if the OES_standard_derivatives extension is supported. This
660
+ * extension provides access to <code>dFdx</code>, <code>dFdy</code>, and <code>fwidth</code>
661
+ * functions from GLSL. A shader using these functions still needs to explicitly enable the
662
+ * extension with <code>#extension GL_OES_standard_derivatives : enable</code>.
663
+ * @memberof Context.prototype
664
+ * @type {boolean}
665
+ * @see {@link http://www.khronos.org/registry/gles/extensions/OES/OES_standard_derivatives.txt|OES_standard_derivatives}
666
+ */
667
+ standardDerivatives: {
668
+ get: function () {
669
+ return this._standardDerivatives || this._webgl2;
670
+ },
671
+ },
672
+
673
+ /**
674
+ * <code>true</code> if the EXT_float_blend extension is supported. This
675
+ * extension enables blending with 32-bit float values.
676
+ * @memberof Context.prototype
677
+ * @type {boolean}
678
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_float_blend/}
679
+ */
680
+ floatBlend: {
681
+ get: function () {
682
+ return this._floatBlend;
683
+ },
684
+ },
685
+
686
+ /**
687
+ * <code>true</code> if the EXT_blend_minmax extension is supported. This
688
+ * extension extends blending capabilities by adding two new blend equations:
689
+ * the minimum or maximum color components of the source and destination colors.
690
+ * @memberof Context.prototype
691
+ * @type {boolean}
692
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_blend_minmax/}
693
+ */
694
+ blendMinmax: {
695
+ get: function () {
696
+ return this._blendMinmax || this._webgl2;
697
+ },
698
+ },
699
+
700
+ /**
701
+ * <code>true</code> if the OES_element_index_uint extension is supported. This
702
+ * extension allows the use of unsigned int indices, which can improve performance by
703
+ * eliminating batch breaking caused by unsigned short indices.
704
+ * @memberof Context.prototype
705
+ * @type {boolean}
706
+ * @see {@link http://www.khronos.org/registry/webgl/extensions/OES_element_index_uint/|OES_element_index_uint}
707
+ */
708
+ elementIndexUint: {
709
+ get: function () {
710
+ return this._elementIndexUint || this._webgl2;
711
+ },
712
+ },
713
+
714
+ /**
715
+ * <code>true</code> if WEBGL_depth_texture is supported. This extension provides
716
+ * access to depth textures that, for example, can be attached to framebuffers for shadow mapping.
717
+ * @memberof Context.prototype
718
+ * @type {boolean}
719
+ * @see {@link http://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/|WEBGL_depth_texture}
720
+ */
721
+ depthTexture: {
722
+ get: function () {
723
+ return this._depthTexture || this._webgl2;
724
+ },
725
+ },
726
+
727
+ /**
728
+ * <code>true</code> if OES_texture_float is supported. This extension provides
729
+ * access to floating point textures that, for example, can be attached to framebuffers for high dynamic range.
730
+ * @memberof Context.prototype
731
+ * @type {boolean}
732
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_float/}
733
+ */
734
+ floatingPointTexture: {
735
+ get: function () {
736
+ return this._webgl2 || this._textureFloat;
737
+ },
738
+ },
739
+
740
+ /**
741
+ * <code>true</code> if OES_texture_half_float is supported. This extension provides
742
+ * access to floating point textures that, for example, can be attached to framebuffers for high dynamic range.
743
+ * @memberof Context.prototype
744
+ * @type {boolean}
745
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_half_float/}
746
+ */
747
+ halfFloatingPointTexture: {
748
+ get: function () {
749
+ return this._webgl2 || this._textureHalfFloat;
750
+ },
751
+ },
752
+
753
+ /**
754
+ * <code>true</code> if OES_texture_float_linear is supported. This extension provides
755
+ * access to linear sampling methods for minification and magnification filters of floating-point textures.
756
+ * @memberof Context.prototype
757
+ * @type {boolean}
758
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_float_linear/}
759
+ */
760
+ textureFloatLinear: {
761
+ get: function () {
762
+ return this._textureFloatLinear;
763
+ },
764
+ },
765
+
766
+ /**
767
+ * <code>true</code> if OES_texture_half_float_linear is supported. This extension provides
768
+ * access to linear sampling methods for minification and magnification filters of half floating-point textures.
769
+ * @memberof Context.prototype
770
+ * @type {boolean}
771
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/OES_texture_half_float_linear/}
772
+ */
773
+ textureHalfFloatLinear: {
774
+ get: function () {
775
+ return (
776
+ (this._webgl2 && this._textureFloatLinear) ||
777
+ (!this._webgl2 && this._textureHalfFloatLinear)
778
+ );
779
+ },
780
+ },
781
+
782
+ /**
783
+ * <code>true</code> if EXT_shader_texture_lod is supported. This extension provides
784
+ * access to explicit LOD selection in texture sampling functions.
785
+ * @memberof Context.prototype
786
+ * @type {boolean}
787
+ * @see {@link https://registry.khronos.org/webgl/extensions/EXT_shader_texture_lod/}
788
+ */
789
+ supportsTextureLod: {
790
+ get: function () {
791
+ return this._webgl2 || this._supportsTextureLod;
792
+ },
793
+ },
794
+
795
+ /**
796
+ * <code>true</code> if EXT_texture_filter_anisotropic is supported. This extension provides
797
+ * access to anisotropic filtering for textured surfaces at an oblique angle from the viewer.
798
+ * @memberof Context.prototype
799
+ * @type {boolean}
800
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_texture_filter_anisotropic/}
801
+ */
802
+ textureFilterAnisotropic: {
803
+ get: function () {
804
+ return !!this._textureFilterAnisotropic;
805
+ },
806
+ },
807
+
808
+ /**
809
+ * <code>true</code> if WEBGL_compressed_texture_s3tc is supported. This extension provides
810
+ * access to DXT compressed textures.
811
+ * @memberof Context.prototype
812
+ * @type {boolean}
813
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/}
814
+ */
815
+ s3tc: {
816
+ get: function () {
817
+ return this._s3tc;
818
+ },
819
+ },
820
+
821
+ /**
822
+ * <code>true</code> if WEBGL_compressed_texture_pvrtc is supported. This extension provides
823
+ * access to PVR compressed textures.
824
+ * @memberof Context.prototype
825
+ * @type {boolean}
826
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/}
827
+ */
828
+ pvrtc: {
829
+ get: function () {
830
+ return this._pvrtc;
831
+ },
832
+ },
833
+
834
+ /**
835
+ * <code>true</code> if WEBGL_compressed_texture_astc is supported. This extension provides
836
+ * access to ASTC compressed textures.
837
+ * @memberof Context.prototype
838
+ * @type {boolean}
839
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/}
840
+ */
841
+ astc: {
842
+ get: function () {
843
+ return this._astc;
844
+ },
845
+ },
846
+
847
+ /**
848
+ * <code>true</code> if WEBGL_compressed_texture_etc is supported. This extension provides
849
+ * access to ETC compressed textures.
850
+ * @memberof Context.prototype
851
+ * @type {boolean}
852
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/}
853
+ */
854
+ etc: {
855
+ get: function () {
856
+ return this._etc;
857
+ },
858
+ },
859
+
860
+ /**
861
+ * <code>true</code> if WEBGL_compressed_texture_etc1 is supported. This extension provides
862
+ * access to ETC1 compressed textures.
863
+ * @memberof Context.prototype
864
+ * @type {boolean}
865
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/}
866
+ */
867
+ etc1: {
868
+ get: function () {
869
+ return this._etc1;
870
+ },
871
+ },
872
+
873
+ /**
874
+ * <code>true</code> if EXT_texture_compression_bptc is supported. This extension provides
875
+ * access to BC7 compressed textures.
876
+ * @memberof Context.prototype
877
+ * @type {boolean}
878
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_texture_compression_bptc/}
879
+ */
880
+ bc7: {
881
+ get: function () {
882
+ return this._bc7;
883
+ },
884
+ },
885
+
886
+ /**
887
+ * <code>true</code> if S3TC, PVRTC, ASTC, ETC, ETC1, or BC7 compression is supported.
888
+ * @memberof Context.prototype
889
+ * @type {boolean}
890
+ */
891
+ supportsBasis: {
892
+ get: function () {
893
+ return (
894
+ this._s3tc ||
895
+ this._pvrtc ||
896
+ this._astc ||
897
+ this._etc ||
898
+ this._etc1 ||
899
+ this._bc7
900
+ );
901
+ },
902
+ },
903
+
904
+ /**
905
+ * <code>true</code> if the OES_vertex_array_object extension is supported. This
906
+ * extension can improve performance by reducing the overhead of switching vertex arrays.
907
+ * When enabled, this extension is automatically used by {@link VertexArray}.
908
+ * @memberof Context.prototype
909
+ * @type {boolean}
910
+ * @see {@link http://www.khronos.org/registry/webgl/extensions/OES_vertex_array_object/|OES_vertex_array_object}
911
+ */
912
+ vertexArrayObject: {
913
+ get: function () {
914
+ return this._vertexArrayObject || this._webgl2;
915
+ },
916
+ },
917
+
918
+ /**
919
+ * <code>true</code> if the EXT_frag_depth extension is supported. This
920
+ * extension provides access to the <code>gl_FragDepthEXT</code> built-in output variable
921
+ * from GLSL fragment shaders. A shader using these functions still needs to explicitly enable the
922
+ * extension with <code>#extension GL_EXT_frag_depth : enable</code>.
923
+ * @memberof Context.prototype
924
+ * @type {boolean}
925
+ * @see {@link http://www.khronos.org/registry/webgl/extensions/EXT_frag_depth/|EXT_frag_depth}
926
+ */
927
+ fragmentDepth: {
928
+ get: function () {
929
+ return this._fragDepth || this._webgl2;
930
+ },
931
+ },
932
+
933
+ /**
934
+ * <code>true</code> if the ANGLE_instanced_arrays extension is supported. This
935
+ * extension provides access to instanced rendering.
936
+ * @memberof Context.prototype
937
+ * @type {boolean}
938
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/ANGLE_instanced_arrays}
939
+ */
940
+ instancedArrays: {
941
+ get: function () {
942
+ return this._instancedArrays || this._webgl2;
943
+ },
944
+ },
945
+
946
+ /**
947
+ * <code>true</code> if the EXT_color_buffer_float extension is supported. This
948
+ * extension makes the gl.RGBA32F format color renderable.
949
+ * @memberof Context.prototype
950
+ * @type {boolean}
951
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/WEBGL_color_buffer_float/}
952
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_color_buffer_float/}
953
+ */
954
+ colorBufferFloat: {
955
+ get: function () {
956
+ return this._colorBufferFloat;
957
+ },
958
+ },
959
+
960
+ /**
961
+ * <code>true</code> if the EXT_color_buffer_half_float extension is supported. This
962
+ * extension makes the format gl.RGBA16F format color renderable.
963
+ * @memberof Context.prototype
964
+ * @type {boolean}
965
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_color_buffer_half_float/}
966
+ * @see {@link https://www.khronos.org/registry/webgl/extensions/EXT_color_buffer_float/}
967
+ */
968
+ colorBufferHalfFloat: {
969
+ get: function () {
970
+ return (
971
+ (this._webgl2 && this._colorBufferFloat) ||
972
+ (!this._webgl2 && this._colorBufferHalfFloat)
973
+ );
974
+ },
975
+ },
976
+
977
+ /**
978
+ * <code>true</code> if the WEBGL_draw_buffers extension is supported. This
979
+ * extensions provides support for multiple render targets. The framebuffer object can have mutiple
980
+ * color attachments and the GLSL fragment shader can write to the built-in output array <code>gl_FragData</code>.
981
+ * A shader using this feature needs to explicitly enable the extension with
982
+ * <code>#extension GL_EXT_draw_buffers : enable</code>.
983
+ * @memberof Context.prototype
984
+ * @type {boolean}
985
+ * @see {@link http://www.khronos.org/registry/webgl/extensions/WEBGL_draw_buffers/|WEBGL_draw_buffers}
986
+ */
987
+ drawBuffers: {
988
+ get: function () {
989
+ return this._drawBuffers || this._webgl2;
990
+ },
991
+ },
992
+
993
+ debugShaders: {
994
+ get: function () {
995
+ return this._debugShaders;
996
+ },
997
+ },
998
+
999
+ throwOnWebGLError: {
1000
+ get: function () {
1001
+ return this._throwOnWebGLError;
1002
+ },
1003
+ set: function (value) {
1004
+ this._throwOnWebGLError = value;
1005
+ this._gl = wrapGL(
1006
+ this._originalGLContext,
1007
+ value ? throwOnError : undefined,
1008
+ );
1009
+ },
1010
+ },
1011
+
1012
+ /**
1013
+ * A 1x1 RGBA texture initialized to [255, 255, 255, 255]. This can
1014
+ * be used as a placeholder texture while other textures are downloaded.
1015
+ * @memberof Context.prototype
1016
+ * @type {Texture}
1017
+ */
1018
+ defaultTexture: {
1019
+ get: function () {
1020
+ if (this._defaultTexture === undefined) {
1021
+ this._defaultTexture = new Texture({
1022
+ context: this,
1023
+ source: {
1024
+ width: 1,
1025
+ height: 1,
1026
+ arrayBufferView: new Uint8Array([255, 255, 255, 255]),
1027
+ },
1028
+ flipY: false,
1029
+ });
1030
+ }
1031
+
1032
+ return this._defaultTexture;
1033
+ },
1034
+ },
1035
+ /**
1036
+ * A 1x1 RGB texture initialized to [0, 0, 0] representing a material that is
1037
+ * not emissive. This can be used as a placeholder texture for emissive
1038
+ * textures while other textures are downloaded.
1039
+ * @memberof Context.prototype
1040
+ * @type {Texture}
1041
+ */
1042
+ defaultEmissiveTexture: {
1043
+ get: function () {
1044
+ if (this._defaultEmissiveTexture === undefined) {
1045
+ this._defaultEmissiveTexture = new Texture({
1046
+ context: this,
1047
+ pixelFormat: PixelFormat.RGB,
1048
+ source: {
1049
+ width: 1,
1050
+ height: 1,
1051
+ arrayBufferView: new Uint8Array([0, 0, 0]),
1052
+ },
1053
+ flipY: false,
1054
+ });
1055
+ }
1056
+
1057
+ return this._defaultEmissiveTexture;
1058
+ },
1059
+ },
1060
+ /**
1061
+ * A 1x1 RGBA texture initialized to [128, 128, 255] to encode a tangent
1062
+ * space normal pointing in the +z direction, i.e. (0, 0, 1). This can
1063
+ * be used as a placeholder normal texture while other textures are
1064
+ * downloaded.
1065
+ * @memberof Context.prototype
1066
+ * @type {Texture}
1067
+ */
1068
+ defaultNormalTexture: {
1069
+ get: function () {
1070
+ if (this._defaultNormalTexture === undefined) {
1071
+ this._defaultNormalTexture = new Texture({
1072
+ context: this,
1073
+ pixelFormat: PixelFormat.RGB,
1074
+ source: {
1075
+ width: 1,
1076
+ height: 1,
1077
+ arrayBufferView: new Uint8Array([128, 128, 255]),
1078
+ },
1079
+ flipY: false,
1080
+ });
1081
+ }
1082
+
1083
+ return this._defaultNormalTexture;
1084
+ },
1085
+ },
1086
+
1087
+ /**
1088
+ * A cube map, where each face is a 1x1 RGBA texture initialized to
1089
+ * [255, 255, 255, 255]. This can be used as a placeholder cube map while
1090
+ * other cube maps are downloaded.
1091
+ * @memberof Context.prototype
1092
+ * @type {CubeMap}
1093
+ */
1094
+ defaultCubeMap: {
1095
+ get: function () {
1096
+ if (this._defaultCubeMap === undefined) {
1097
+ const face = {
1098
+ width: 1,
1099
+ height: 1,
1100
+ arrayBufferView: new Uint8Array([255, 255, 255, 255]),
1101
+ };
1102
+
1103
+ this._defaultCubeMap = new CubeMap({
1104
+ context: this,
1105
+ source: {
1106
+ positiveX: face,
1107
+ negativeX: face,
1108
+ positiveY: face,
1109
+ negativeY: face,
1110
+ positiveZ: face,
1111
+ negativeZ: face,
1112
+ },
1113
+ flipY: false,
1114
+ });
1115
+ }
1116
+
1117
+ return this._defaultCubeMap;
1118
+ },
1119
+ },
1120
+
1121
+ /**
1122
+ * The drawingBufferHeight of the underlying GL context.
1123
+ * @memberof Context.prototype
1124
+ * @type {number}
1125
+ * @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferHeight|drawingBufferHeight}
1126
+ */
1127
+ drawingBufferHeight: {
1128
+ get: function () {
1129
+ return this._gl.drawingBufferHeight;
1130
+ },
1131
+ },
1132
+
1133
+ /**
1134
+ * The drawingBufferWidth of the underlying GL context.
1135
+ * @memberof Context.prototype
1136
+ * @type {number}
1137
+ * @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferWidth|drawingBufferWidth}
1138
+ */
1139
+ drawingBufferWidth: {
1140
+ get: function () {
1141
+ return this._gl.drawingBufferWidth;
1142
+ },
1143
+ },
1144
+
1145
+ /**
1146
+ * Gets an object representing the currently bound framebuffer. While this instance is not an actual
1147
+ * {@link Framebuffer}, it is used to represent the default framebuffer in calls to
1148
+ * {@link Texture.fromFramebuffer}.
1149
+ * @memberof Context.prototype
1150
+ * @type {object}
1151
+ */
1152
+ defaultFramebuffer: {
1153
+ get: function () {
1154
+ return defaultFramebufferMarker;
1155
+ },
1156
+ },
1157
+ });
1158
+
1159
+ /**
1160
+ * Validates a framebuffer.
1161
+ * Available in debug builds only.
1162
+ * @private
1163
+ */
1164
+ function validateFramebuffer(context) {
1165
+ //>>includeStart('debug', pragmas.debug);
1166
+ if (context.validateFramebuffer) {
1167
+ const gl = context._gl;
1168
+ const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
1169
+
1170
+ if (status !== gl.FRAMEBUFFER_COMPLETE) {
1171
+ let message;
1172
+
1173
+ switch (status) {
1174
+ case gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
1175
+ message =
1176
+ "Framebuffer is not complete. Incomplete attachment: at least one attachment point with a renderbuffer or texture attached has its attached object no longer in existence or has an attached image with a width or height of zero, or the color attachment point has a non-color-renderable image attached, or the depth attachment point has a non-depth-renderable image attached, or the stencil attachment point has a non-stencil-renderable image attached. Color-renderable formats include GL_RGBA4, GL_RGB5_A1, and GL_RGB565. GL_DEPTH_COMPONENT16 is the only depth-renderable format. GL_STENCIL_INDEX8 is the only stencil-renderable format.";
1177
+ break;
1178
+ case gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
1179
+ message =
1180
+ "Framebuffer is not complete. Incomplete dimensions: not all attached images have the same width and height.";
1181
+ break;
1182
+ case gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
1183
+ message =
1184
+ "Framebuffer is not complete. Missing attachment: no images are attached to the framebuffer.";
1185
+ break;
1186
+ case gl.FRAMEBUFFER_UNSUPPORTED:
1187
+ message =
1188
+ "Framebuffer is not complete. Unsupported: the combination of internal formats of the attached images violates an implementation-dependent set of restrictions.";
1189
+ break;
1190
+ }
1191
+
1192
+ throw new DeveloperError(message);
1193
+ }
1194
+ }
1195
+ //>>includeEnd('debug');
1196
+ }
1197
+
1198
+ function applyRenderState(context, renderState, passState, clear) {
1199
+ const previousRenderState = context._currentRenderState;
1200
+ const previousPassState = context._currentPassState;
1201
+ context._currentRenderState = renderState;
1202
+ context._currentPassState = passState;
1203
+ RenderState.partialApply(
1204
+ context._gl,
1205
+ previousRenderState,
1206
+ renderState,
1207
+ previousPassState,
1208
+ passState,
1209
+ clear,
1210
+ );
1211
+ }
1212
+
1213
+ let scratchBackBufferArray;
1214
+ // this check must use typeof, not defined, because defined doesn't work with undeclared variables.
1215
+ if (typeof WebGLRenderingContext !== "undefined") {
1216
+ scratchBackBufferArray = [WebGLConstants.BACK];
1217
+ }
1218
+
1219
+ function bindFramebuffer(context, framebuffer) {
1220
+ if (framebuffer !== context._currentFramebuffer) {
1221
+ context._currentFramebuffer = framebuffer;
1222
+ let buffers = scratchBackBufferArray;
1223
+
1224
+ if (defined(framebuffer)) {
1225
+ framebuffer._bind();
1226
+ validateFramebuffer(context);
1227
+
1228
+ // TODO: Need a way for a command to give what draw buffers are active.
1229
+ buffers = framebuffer._getActiveColorAttachments();
1230
+ } else {
1231
+ const gl = context._gl;
1232
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
1233
+ }
1234
+
1235
+ if (context.drawBuffers) {
1236
+ context.glDrawBuffers(buffers);
1237
+ }
1238
+ }
1239
+ }
1240
+
1241
+ const defaultClearCommand = new ClearCommand();
1242
+
1243
+ Context.prototype.clear = function (clearCommand, passState) {
1244
+ clearCommand = clearCommand ?? defaultClearCommand;
1245
+ passState = passState ?? this._defaultPassState;
1246
+
1247
+ const gl = this._gl;
1248
+ let bitmask = 0;
1249
+
1250
+ const c = clearCommand.color;
1251
+ const d = clearCommand.depth;
1252
+ const s = clearCommand.stencil;
1253
+
1254
+ if (defined(c)) {
1255
+ if (!Color.equals(this._clearColor, c)) {
1256
+ Color.clone(c, this._clearColor);
1257
+ gl.clearColor(c.red, c.green, c.blue, c.alpha);
1258
+ }
1259
+ bitmask |= gl.COLOR_BUFFER_BIT;
1260
+ }
1261
+
1262
+ if (defined(d)) {
1263
+ if (d !== this._clearDepth) {
1264
+ this._clearDepth = d;
1265
+ gl.clearDepth(d);
1266
+ }
1267
+ bitmask |= gl.DEPTH_BUFFER_BIT;
1268
+ }
1269
+
1270
+ if (defined(s)) {
1271
+ if (s !== this._clearStencil) {
1272
+ this._clearStencil = s;
1273
+ gl.clearStencil(s);
1274
+ }
1275
+ bitmask |= gl.STENCIL_BUFFER_BIT;
1276
+ }
1277
+
1278
+ const rs = clearCommand.renderState ?? this._defaultRenderState;
1279
+ applyRenderState(this, rs, passState, true);
1280
+
1281
+ // The command's framebuffer takes presidence over the pass' framebuffer, e.g., for off-screen rendering.
1282
+ const framebuffer = clearCommand.framebuffer ?? passState.framebuffer;
1283
+ bindFramebuffer(this, framebuffer);
1284
+
1285
+ gl.clear(bitmask);
1286
+ };
1287
+
1288
+ function beginDraw(
1289
+ context,
1290
+ framebuffer,
1291
+ passState,
1292
+ shaderProgram,
1293
+ renderState,
1294
+ ) {
1295
+ //>>includeStart('debug', pragmas.debug);
1296
+ if (defined(framebuffer) && renderState.depthTest) {
1297
+ if (renderState.depthTest.enabled && !framebuffer.hasDepthAttachment) {
1298
+ throw new DeveloperError(
1299
+ "The depth test can not be enabled (drawCommand.renderState.depthTest.enabled) because the framebuffer (drawCommand.framebuffer) does not have a depth or depth-stencil renderbuffer.",
1300
+ );
1301
+ }
1302
+ }
1303
+ //>>includeEnd('debug');
1304
+
1305
+ bindFramebuffer(context, framebuffer);
1306
+ applyRenderState(context, renderState, passState, false);
1307
+ shaderProgram._bind();
1308
+
1309
+ context._maxFrameTextureUnitIndex = Math.max(
1310
+ context._maxFrameTextureUnitIndex,
1311
+ shaderProgram.maximumTextureUnitIndex,
1312
+ );
1313
+ }
1314
+
1315
+ function continueDraw(context, drawCommand, shaderProgram, uniformMap) {
1316
+ const primitiveType = drawCommand._primitiveType;
1317
+ const va = drawCommand._vertexArray;
1318
+ let offset = drawCommand._offset;
1319
+ let count = drawCommand._count;
1320
+ const instanceCount = drawCommand.instanceCount;
1321
+
1322
+ //>>includeStart('debug', pragmas.debug);
1323
+ if (!PrimitiveType.validate(primitiveType)) {
1324
+ throw new DeveloperError(
1325
+ "drawCommand.primitiveType is required and must be valid.",
1326
+ );
1327
+ }
1328
+
1329
+ Check.defined("drawCommand.vertexArray", va);
1330
+ Check.typeOf.number.greaterThanOrEquals("drawCommand.offset", offset, 0);
1331
+ if (defined(count)) {
1332
+ Check.typeOf.number.greaterThanOrEquals("drawCommand.count", count, 0);
1333
+ }
1334
+ Check.typeOf.number.greaterThanOrEquals(
1335
+ "drawCommand.instanceCount",
1336
+ instanceCount,
1337
+ 0,
1338
+ );
1339
+ if (instanceCount > 0 && !context.instancedArrays) {
1340
+ throw new DeveloperError("Instanced arrays extension is not supported");
1341
+ }
1342
+ //>>includeEnd('debug');
1343
+
1344
+ context._us.model = drawCommand._modelMatrix ?? Matrix4.IDENTITY;
1345
+ shaderProgram._setUniforms(
1346
+ uniformMap,
1347
+ context._us,
1348
+ context.validateShaderProgram,
1349
+ );
1350
+
1351
+ va._bind();
1352
+ const indexBuffer = va.indexBuffer;
1353
+
1354
+ if (defined(indexBuffer)) {
1355
+ offset = offset * indexBuffer.bytesPerIndex; // offset in vertices to offset in bytes
1356
+ if (defined(count)) {
1357
+ count = Math.min(count, indexBuffer.numberOfIndices);
1358
+ } else {
1359
+ count = indexBuffer.numberOfIndices;
1360
+ }
1361
+ if (instanceCount === 0) {
1362
+ context._gl.drawElements(
1363
+ primitiveType,
1364
+ count,
1365
+ indexBuffer.indexDatatype,
1366
+ offset,
1367
+ );
1368
+ } else {
1369
+ context.glDrawElementsInstanced(
1370
+ primitiveType,
1371
+ count,
1372
+ indexBuffer.indexDatatype,
1373
+ offset,
1374
+ instanceCount,
1375
+ );
1376
+ }
1377
+ } else {
1378
+ if (defined(count)) {
1379
+ count = Math.min(count, va.numberOfVertices);
1380
+ } else {
1381
+ count = va.numberOfVertices;
1382
+ }
1383
+
1384
+ if (instanceCount === 0) {
1385
+ context._gl.drawArrays(primitiveType, offset, count);
1386
+ } else {
1387
+ context.glDrawArraysInstanced(
1388
+ primitiveType,
1389
+ offset,
1390
+ count,
1391
+ instanceCount,
1392
+ );
1393
+ }
1394
+ }
1395
+
1396
+ va._unBind();
1397
+ }
1398
+
1399
+ Context.prototype.draw = function (
1400
+ drawCommand,
1401
+ passState,
1402
+ shaderProgram,
1403
+ uniformMap,
1404
+ ) {
1405
+ //>>includeStart('debug', pragmas.debug);
1406
+ Check.defined("drawCommand", drawCommand);
1407
+ Check.defined("drawCommand.shaderProgram", drawCommand._shaderProgram);
1408
+ //>>includeEnd('debug');
1409
+
1410
+ passState = passState ?? this._defaultPassState;
1411
+ // The command's framebuffer takes precedence over the pass' framebuffer, e.g., for off-screen rendering.
1412
+ const framebuffer = drawCommand._framebuffer ?? passState.framebuffer;
1413
+ const renderState = drawCommand._renderState ?? this._defaultRenderState;
1414
+ shaderProgram = shaderProgram ?? drawCommand._shaderProgram;
1415
+ uniformMap = uniformMap ?? drawCommand._uniformMap;
1416
+
1417
+ beginDraw(this, framebuffer, passState, shaderProgram, renderState);
1418
+ continueDraw(this, drawCommand, shaderProgram, uniformMap);
1419
+ };
1420
+
1421
+ Context.prototype.beginFrame = function () {
1422
+ // A no-op. Overridden when drawing to a SharedContext.
1423
+ };
1424
+
1425
+ Context.prototype.endFrame = function () {
1426
+ const gl = this._gl;
1427
+ gl.useProgram(null);
1428
+
1429
+ this._currentFramebuffer = undefined;
1430
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
1431
+
1432
+ const buffers = scratchBackBufferArray;
1433
+ if (this.drawBuffers) {
1434
+ this.glDrawBuffers(buffers);
1435
+ }
1436
+
1437
+ const length = this._maxFrameTextureUnitIndex;
1438
+ this._maxFrameTextureUnitIndex = 0;
1439
+
1440
+ for (let i = 0; i < length; ++i) {
1441
+ gl.activeTexture(gl.TEXTURE0 + i);
1442
+ gl.bindTexture(gl.TEXTURE_2D, null);
1443
+ gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
1444
+ }
1445
+ };
1446
+
1447
+ /**
1448
+ * @typedef {object} ReadState
1449
+ *
1450
+ * Options defining a rectangle to read pixels from.
1451
+ *
1452
+ * @private
1453
+ * @property {number} [x=0] The x offset of the rectangle to read from.
1454
+ * @property {number} [y=0] The y offset of the rectangle to read from.
1455
+ * @property {number} [width=this.drawingBufferWidth] The width of the rectangle to read from.
1456
+ * @property {number} [height=this.drawingBufferHeight] The height of the rectangle to read from.
1457
+ * @property {FrameBuffer|undefined} [framebuffer] The framebuffer to read from. If undefined, the read will be from the default framebuffer.
1458
+ */
1459
+
1460
+ /**
1461
+ * Read pixels from a framebuffer into a Pixel Buffer Object (PBO).
1462
+ *
1463
+ * @private
1464
+ * @param {ReadState} readState Options defining a rectangle to read pixels from.
1465
+ * @returns {Buffer} A PixelBuffer containing the pixels read from the specified rectangle.
1466
+ *
1467
+ * @exception {DeveloperError} A WebGL 2 context is required to read pixels using a PBO.
1468
+ */
1469
+ Context.prototype.readPixelsToPBO = function (readState) {
1470
+ const gl = this._gl;
1471
+
1472
+ readState = readState ?? Frozen.EMPTY_OBJECT;
1473
+ const x = Math.max(readState.x ?? 0, 0);
1474
+ const y = Math.max(readState.y ?? 0, 0);
1475
+ const width = readState.width ?? this.drawingBufferWidth;
1476
+ const height = readState.height ?? this.drawingBufferHeight;
1477
+ const framebuffer = readState.framebuffer;
1478
+
1479
+ if (!this._webgl2) {
1480
+ throw new DeveloperError(
1481
+ "A WebGL 2 context is required to read pixels using a PBO.",
1482
+ );
1483
+ }
1484
+
1485
+ //>>includeStart('debug', pragmas.debug);
1486
+ Check.typeOf.number.greaterThan("readState.width", width, 0);
1487
+ Check.typeOf.number.greaterThan("readState.height", height, 0);
1488
+ //>>includeEnd('debug');
1489
+
1490
+ let pixelDatatype = PixelDatatype.UNSIGNED_BYTE;
1491
+ let pixelFormat = PixelFormat.RGBA;
1492
+ if (defined(framebuffer) && framebuffer.numberOfColorAttachments > 0) {
1493
+ pixelDatatype = framebuffer.getColorTexture(0).pixelDatatype;
1494
+ pixelFormat = framebuffer.getColorTexture(0).pixelFormat;
1495
+ }
1496
+
1497
+ const pixels = Buffer.createPixelBuffer({
1498
+ context: this,
1499
+ sizeInBytes: PixelFormat.textureSizeInBytes(
1500
+ pixelFormat,
1501
+ pixelDatatype,
1502
+ width,
1503
+ height,
1504
+ ),
1505
+ usage: BufferUsage.DYNAMIC_READ,
1506
+ });
1507
+
1508
+ bindFramebuffer(this, framebuffer);
1509
+
1510
+ pixels._bind();
1511
+ gl.readPixels(
1512
+ x,
1513
+ y,
1514
+ width,
1515
+ height,
1516
+ pixelFormat,
1517
+ PixelDatatype.toWebGLConstant(pixelDatatype, this),
1518
+ 0,
1519
+ );
1520
+ pixels._unBind();
1521
+
1522
+ return pixels;
1523
+ };
1524
+
1525
+ /**
1526
+ * Read pixels from a framebuffer into a typed array.
1527
+ *
1528
+ * @private
1529
+ * @param {ReadState} readState Options defining a rectangle to read pixels from.
1530
+ * @returns {Uint8Array|Uint16Array|Float32Array|Uint32Array} The pixels in the specified rectangle.
1531
+ */
1532
+ Context.prototype.readPixels = function (readState) {
1533
+ const gl = this._gl;
1534
+
1535
+ readState = readState ?? Frozen.EMPTY_OBJECT;
1536
+ const x = Math.max(readState.x ?? 0, 0);
1537
+ const y = Math.max(readState.y ?? 0, 0);
1538
+ const width = readState.width ?? this.drawingBufferWidth;
1539
+ const height = readState.height ?? this.drawingBufferHeight;
1540
+ const framebuffer = readState.framebuffer;
1541
+
1542
+ //>>includeStart('debug', pragmas.debug);
1543
+ Check.typeOf.number.greaterThan("readState.width", width, 0);
1544
+ Check.typeOf.number.greaterThan("readState.height", height, 0);
1545
+ //>>includeEnd('debug');
1546
+
1547
+ let pixelDatatype = PixelDatatype.UNSIGNED_BYTE;
1548
+ let pixelFormat = PixelFormat.RGBA;
1549
+ if (defined(framebuffer) && framebuffer.numberOfColorAttachments > 0) {
1550
+ pixelDatatype = framebuffer.getColorTexture(0).pixelDatatype;
1551
+ pixelFormat = framebuffer.getColorTexture(0).pixelFormat;
1552
+ }
1553
+
1554
+ const pixels = PixelFormat.createTypedArray(
1555
+ pixelFormat,
1556
+ pixelDatatype,
1557
+ width,
1558
+ height,
1559
+ );
1560
+
1561
+ bindFramebuffer(this, framebuffer);
1562
+
1563
+ gl.readPixels(
1564
+ x,
1565
+ y,
1566
+ width,
1567
+ height,
1568
+ PixelFormat.RGBA,
1569
+ PixelDatatype.toWebGLConstant(pixelDatatype, this),
1570
+ pixels,
1571
+ );
1572
+
1573
+ return pixels;
1574
+ };
1575
+
1576
+ const viewportQuadAttributeLocations = {
1577
+ position: 0,
1578
+ textureCoordinates: 1,
1579
+ };
1580
+
1581
+ Context.prototype.getViewportQuadVertexArray = function () {
1582
+ // Per-context cache for viewport quads
1583
+ let vertexArray = this.cache.viewportQuad_vertexArray;
1584
+
1585
+ if (!defined(vertexArray)) {
1586
+ const geometry = new Geometry({
1587
+ attributes: {
1588
+ position: new GeometryAttribute({
1589
+ componentDatatype: ComponentDatatype.FLOAT,
1590
+ componentsPerAttribute: 2,
1591
+ values: [-1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0],
1592
+ }),
1593
+
1594
+ textureCoordinates: new GeometryAttribute({
1595
+ componentDatatype: ComponentDatatype.FLOAT,
1596
+ componentsPerAttribute: 2,
1597
+ values: [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0],
1598
+ }),
1599
+ },
1600
+ // Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN
1601
+ indices: new Uint16Array([0, 1, 2, 0, 2, 3]),
1602
+ primitiveType: PrimitiveType.TRIANGLES,
1603
+ });
1604
+
1605
+ vertexArray = VertexArray.fromGeometry({
1606
+ context: this,
1607
+ geometry: geometry,
1608
+ attributeLocations: viewportQuadAttributeLocations,
1609
+ bufferUsage: BufferUsage.STATIC_DRAW,
1610
+ interleave: true,
1611
+ });
1612
+
1613
+ this.cache.viewportQuad_vertexArray = vertexArray;
1614
+ }
1615
+
1616
+ return vertexArray;
1617
+ };
1618
+
1619
+ Context.prototype.createViewportQuadCommand = function (
1620
+ fragmentShaderSource,
1621
+ overrides,
1622
+ ) {
1623
+ overrides = overrides ?? Frozen.EMPTY_OBJECT;
1624
+
1625
+ return new DrawCommand({
1626
+ vertexArray: this.getViewportQuadVertexArray(),
1627
+ primitiveType: PrimitiveType.TRIANGLES,
1628
+ renderState: overrides.renderState,
1629
+ shaderProgram: ShaderProgram.fromCache({
1630
+ context: this,
1631
+ vertexShaderSource: ViewportQuadVS,
1632
+ fragmentShaderSource: fragmentShaderSource,
1633
+ attributeLocations: viewportQuadAttributeLocations,
1634
+ }),
1635
+ uniformMap: overrides.uniformMap,
1636
+ owner: overrides.owner,
1637
+ framebuffer: overrides.framebuffer,
1638
+ pass: overrides.pass,
1639
+ });
1640
+ };
1641
+
1642
+ /**
1643
+ * Gets the object associated with a pick color.
1644
+ *
1645
+ * @param {number} pickColor The unsigned 32-bit RGBA pick color
1646
+ * @returns {object} The object associated with the pick color, or undefined if no object is associated with that color.
1647
+ *
1648
+ * @example
1649
+ * const object = context.getObjectByPickColor(pickColor);
1650
+ *
1651
+ * @see Context#createPickId
1652
+ */
1653
+ Context.prototype.getObjectByPickColor = function (pickColor) {
1654
+ //>>includeStart('debug', pragmas.debug);
1655
+ Check.defined("pickColor", pickColor);
1656
+ //>>includeEnd('debug');
1657
+
1658
+ return this._pickObjects.get(pickColor);
1659
+ };
1660
+
1661
+ /**
1662
+ * Creates a unique ID associated with the input object for use with color-buffer picking.
1663
+ * The ID has an RGBA color value unique to this context. You must call destroy()
1664
+ * on the pick ID when destroying the input object.
1665
+ *
1666
+ * @param {object} object The object to associate with the pick ID.
1667
+ * @returns {PickId} A PickId object with a <code>color</code> property.
1668
+ *
1669
+ * @exception {RuntimeError} Out of unique Pick IDs.
1670
+ *
1671
+ *
1672
+ * @example
1673
+ * this._pickId = context.createPickId({
1674
+ * primitive : this,
1675
+ * id : this.id
1676
+ * });
1677
+ *
1678
+ * @see Context#getObjectByPickColor
1679
+ */
1680
+ Context.prototype.createPickId = function (object) {
1681
+ //>>includeStart('debug', pragmas.debug);
1682
+ Check.defined("object", object);
1683
+ //>>includeEnd('debug');
1684
+
1685
+ // the increment and assignment have to be separate statements to
1686
+ // actually detect overflow in the Uint32 value
1687
+ ++this._nextPickColor[0];
1688
+ const key = this._nextPickColor[0];
1689
+ if (key === 0) {
1690
+ // In case of overflow
1691
+ throw new RuntimeError("Out of unique Pick IDs.");
1692
+ }
1693
+
1694
+ this._pickObjects.set(key, object);
1695
+ return new PickId(this._pickObjects, key, Color.fromRgba(key));
1696
+ };
1697
+
1698
+ Context.prototype.isDestroyed = function () {
1699
+ return false;
1700
+ };
1701
+
1702
+ Context.prototype.destroy = function () {
1703
+ // Destroy all objects in the cache that have a destroy method.
1704
+ const cache = this.cache;
1705
+ for (const property in cache) {
1706
+ if (cache.hasOwnProperty(property)) {
1707
+ const propertyValue = cache[property];
1708
+ if (defined(propertyValue.destroy)) {
1709
+ propertyValue.destroy();
1710
+ }
1711
+ }
1712
+ }
1713
+
1714
+ this._shaderCache = this._shaderCache.destroy();
1715
+ this._textureCache = this._textureCache.destroy();
1716
+ this._defaultTexture = this._defaultTexture && this._defaultTexture.destroy();
1717
+ this._defaultEmissiveTexture =
1718
+ this._defaultEmissiveTexture && this._defaultEmissiveTexture.destroy();
1719
+ this._defaultNormalTexture =
1720
+ this._defaultNormalTexture && this._defaultNormalTexture.destroy();
1721
+ this._defaultCubeMap = this._defaultCubeMap && this._defaultCubeMap.destroy();
1722
+
1723
+ return destroyObject(this);
1724
+ };
1725
+
1726
+ export default Context;