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