@hztxi/cesium-engine 25.0.6 → 26.2.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (484) hide show
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  336. package/Source/Scene/Controllers/defaultPickWorldPosition.js +84 -0
  337. package/Source/Scene/DerivedCommand.js +98 -0
  338. package/Source/Scene/EdgeDisplayMode.js +50 -0
  339. package/Source/Scene/EdgeFramebuffer.js +1 -5
  340. package/Source/Scene/Empty3DTileContent.js +100 -132
  341. package/Source/Scene/Expression.js +6 -8
  342. package/Source/Scene/FrameState.js +27 -0
  343. package/Source/Scene/GaussianSplat3DTileContent.js +436 -478
  344. package/Source/Scene/GeoJsonPrimitive.js +874 -0
  345. package/Source/Scene/Geometry3DTileContent.js +151 -185
  346. package/Source/Scene/Globe.js +110 -22
  347. package/Source/Scene/GlobeDepth.js +243 -6
  348. package/Source/Scene/GlobeSurfaceShaderSet.js +637 -540
  349. package/Source/Scene/GlobeSurfaceTile.js +575 -398
  350. package/Source/Scene/GlobeSurfaceTileProvider.js +2289 -1842
  351. package/Source/Scene/GltfBufferViewLoader.js +3 -3
  352. package/Source/Scene/GltfLoader.js +146 -3
  353. package/Source/Scene/GltfLoaderUtil.js +20 -4
  354. package/Source/Scene/GltfPipeline/forEachTextureInMaterial.js +10 -0
  355. package/Source/Scene/GltfPipeline/removeUnusedElements.js +21 -11
  356. package/Source/Scene/GltfSpzLoader.js +1 -1
  357. package/Source/Scene/GltfVertexBufferLoader.js +6 -3
  358. package/Source/Scene/GroundPolylinePrimitive.js +2 -1
  359. package/Source/Scene/I3SDataProvider.js +1 -1
  360. package/Source/Scene/I3SLayer.js +1 -1
  361. package/Source/Scene/I3SNode.js +2 -2
  362. package/Source/Scene/ImageryLayer.js +2 -2
  363. package/Source/Scene/ImageryLayerCollection.js +190 -6
  364. package/Source/Scene/Implicit3DTileContent.js +192 -216
  365. package/Source/Scene/ImplicitTileCoordinates.js +17 -0
  366. package/Source/Scene/IonImageryProvider.js +1 -5
  367. package/Source/Scene/Label.js +4 -4
  368. package/Source/Scene/LabelCollection.js +4 -1
  369. package/Source/Scene/MVTDataProvider.js +555 -0
  370. package/Source/Scene/Material.js +1 -0
  371. package/Source/Scene/Model/B3dmLoader.js +1 -2
  372. package/Source/Scene/Model/EdgeVisibilityPipelineStage.js +82 -312
  373. package/Source/Scene/Model/Extensions/Gpm/GltfGpmLoader.js +4 -0
  374. package/Source/Scene/Model/I3dmLoader.js +1 -1
  375. package/Source/Scene/Model/InstancingPipelineStage.js +4 -7
  376. package/Source/Scene/Model/MaterialPipelineStage.js +124 -1
  377. package/Source/Scene/Model/Model.js +45 -10
  378. package/Source/Scene/Model/Model3DTileContent.js +424 -458
  379. package/Source/Scene/Model/ModelClippingPlanesPipelineStage.js +28 -1
  380. package/Source/Scene/Model/ModelDrawCommand.js +180 -8
  381. package/Source/Scene/Model/ModelDrawCommands.js +4 -0
  382. package/Source/Scene/Model/ModelSceneGraph.js +21 -0
  383. package/Source/Scene/Model/ModelUtility.js +5 -0
  384. package/Source/Scene/Model/PickingPipelineStage.js +29 -0
  385. package/Source/Scene/Model/PrimitiveRenderResources.js +24 -0
  386. package/Source/Scene/Model/createVectorTileBuffersFromModelComponents.js +645 -153
  387. package/Source/Scene/ModelComponents.js +112 -0
  388. package/Source/Scene/Multiple3DTileContent.js +291 -334
  389. package/Source/Scene/MvtLabelCandidates.js +295 -0
  390. package/Source/Scene/MvtLabelManager.js +1069 -0
  391. package/Source/Scene/Picking.js +19 -3
  392. package/Source/Scene/PlanarFillIdFramebuffer.js +172 -0
  393. package/Source/Scene/PntsParser.js +1 -1
  394. package/Source/Scene/Polyline.js +32 -5
  395. package/Source/Scene/PolylineCollection.js +39 -0
  396. package/Source/Scene/PostProcessStage.js +4 -2
  397. package/Source/Scene/Primitive.js +12 -13
  398. package/Source/Scene/PrimitivePipeline.js +158 -28
  399. package/Source/Scene/QuadtreePrimitive.js +3 -2
  400. package/Source/Scene/ResourceCache.js +7 -4
  401. package/Source/Scene/ResourceCacheKey.js +21 -18
  402. package/Source/Scene/Scene.js +655 -6
  403. package/Source/Scene/SceneTransforms.js +18 -0
  404. package/Source/Scene/ScreenSpaceCameraController.js +12 -3
  405. package/Source/Scene/ShadowMap.js +9 -3
  406. package/Source/Scene/ShadowMapShader.js +50 -2
  407. package/Source/Scene/SnapFramebuffer.js +121 -0
  408. package/Source/Scene/Snapping.js +184 -0
  409. package/Source/Scene/TerrainFillMesh.js +3 -2
  410. package/Source/Scene/Tileset3DTileContent.js +113 -146
  411. package/Source/Scene/UrlTemplate3DTilesDataProvider.js +543 -0
  412. package/Source/Scene/Vector3DTileContent.js +207 -237
  413. package/Source/Scene/VectorGltf3DTileContent.js +185 -45
  414. package/Source/Scene/View.js +10 -8
  415. package/Source/Scene/VoxelPrimitive.js +159 -175
  416. package/Source/Scene/VoxelProvider.js +64 -91
  417. package/Source/Scene/VoxelTraversal.js +1 -1
  418. package/Source/Scene/buildVectorGltfFromMVT.js +1208 -0
  419. package/Source/Scene/buildVoxelCustomShader.js +199 -0
  420. package/Source/Scene/createElevationBandMaterial.js +1 -1
  421. package/Source/Scene/decodeMVT.js +877 -0
  422. package/Source/Scene/findMeshoptExtension.js +23 -0
  423. package/Source/Scene/renderBufferPointCollection.js +114 -64
  424. package/Source/Scene/renderBufferPolygonCollection.js +245 -53
  425. package/Source/Scene/renderBufferPolylineCollection.js +271 -145
  426. package/Source/Shaders/BillboardCollectionVS.glsl +23 -25
  427. package/Source/Shaders/BillboardCollectionVS.js +23 -25
  428. package/Source/Shaders/BufferPointMaterialFS.glsl +1 -0
  429. package/Source/Shaders/BufferPointMaterialFS.js +1 -0
  430. package/Source/Shaders/BufferPointMaterialVS.glsl +19 -9
  431. package/Source/Shaders/BufferPointMaterialVS.js +20 -10
  432. package/Source/Shaders/BufferPolygonMaterialFS.glsl +13 -0
  433. package/Source/Shaders/BufferPolygonMaterialFS.js +13 -0
  434. package/Source/Shaders/BufferPolygonMaterialVS.glsl +22 -4
  435. package/Source/Shaders/BufferPolygonMaterialVS.js +23 -5
  436. package/Source/Shaders/BufferPolylineMaterialVS.glsl +16 -2
  437. package/Source/Shaders/BufferPolylineMaterialVS.js +17 -3
  438. package/Source/Shaders/Builtin/Constants/passCesium3DTile.glsl +1 -1
  439. package/Source/Shaders/Builtin/Constants/passCesium3DTile.js +1 -1
  440. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassification.glsl +1 -1
  441. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassification.js +1 -1
  442. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassificationIgnoreShow.glsl +1 -1
  443. package/Source/Shaders/Builtin/Constants/passCesium3DTileClassificationIgnoreShow.js +1 -1
  444. package/Source/Shaders/Builtin/Constants/passCesium3DTileEdgesDirect.glsl +9 -0
  445. package/Source/Shaders/Builtin/Constants/passCesium3DTileEdgesDirect.js +11 -0
  446. package/Source/Shaders/Builtin/Constants/passCesium3DTilePlanarFillId.glsl +9 -0
  447. package/Source/Shaders/Builtin/Constants/passCesium3DTilePlanarFillId.js +11 -0
  448. package/Source/Shaders/Builtin/Constants/passClassification.glsl +1 -1
  449. package/Source/Shaders/Builtin/Constants/passClassification.js +1 -1
  450. package/Source/Shaders/Builtin/Constants/passGaussianSplats.glsl +1 -1
  451. package/Source/Shaders/Builtin/Constants/passGaussianSplats.js +1 -1
  452. package/Source/Shaders/Builtin/Constants/passOpaque.glsl +1 -1
  453. package/Source/Shaders/Builtin/Constants/passOpaque.js +1 -1
  454. package/Source/Shaders/Builtin/Constants/passOverlay.glsl +1 -1
  455. package/Source/Shaders/Builtin/Constants/passOverlay.js +1 -1
  456. package/Source/Shaders/Builtin/Constants/passTranslucent.glsl +1 -1
  457. package/Source/Shaders/Builtin/Constants/passTranslucent.js +1 -1
  458. package/Source/Shaders/Builtin/Constants/passVoxels.glsl +1 -1
  459. package/Source/Shaders/Builtin/Constants/passVoxels.js +1 -1
  460. package/Source/Shaders/Builtin/CzmBuiltins.js +4 -0
  461. package/Source/Shaders/GlobeFS.glsl +10 -6
  462. package/Source/Shaders/GlobeFS.js +10 -6
  463. package/Source/Shaders/Materials/PolylineGlowMaterial.glsl +1 -1
  464. package/Source/Shaders/Materials/PolylineGlowMaterial.js +1 -1
  465. package/Source/Shaders/Model/EdgeVisibilityStageVS.glsl +0 -1
  466. package/Source/Shaders/Model/EdgeVisibilityStageVS.js +0 -1
  467. package/Source/Shaders/Model/MaterialStageFS.glsl +8 -2
  468. package/Source/Shaders/Model/MaterialStageFS.js +8 -2
  469. package/Source/Shaders/Model/ModelFS.glsl +105 -0
  470. package/Source/Shaders/Model/ModelFS.js +105 -0
  471. package/Source/Shaders/PolylineShadowVolumeFS.glsl +14 -0
  472. package/Source/Shaders/PolylineShadowVolumeFS.js +14 -0
  473. package/Source/Shaders/RestoreDepth.glsl +8 -0
  474. package/Source/Shaders/RestoreDepth.js +10 -0
  475. package/Source/Shaders/VectorCommon.glsl +178 -0
  476. package/Source/Shaders/VectorCommon.js +180 -0
  477. package/Source/ThirdParty/zip-module.wasm +0 -0
  478. package/Source/Widget/CesiumWidget.js +30 -0
  479. package/Source/Workers/createMvtTile.js +39 -0
  480. package/Source/Workers/decodeGoogleEarthEnterprisePacket.js +2 -2
  481. package/Source/Workers/incrementallyBuildTerrainPicker.js +2 -0
  482. package/index.d.ts +535 -1393
  483. package/index.js +125 -93
  484. package/package.json +13 -13
@@ -2,13 +2,16 @@ import BoundingRectangle from "../Core/BoundingRectangle.js";
2
2
  import Color from "../Core/Color.js";
3
3
  import defined from "../Core/defined.js";
4
4
  import destroyObject from "../Core/destroyObject.js";
5
+ import PixelFormat from "../Core/PixelFormat.js";
5
6
  import ClearCommand from "../Renderer/ClearCommand.js";
6
7
  import FramebufferManager from "../Renderer/FramebufferManager.js";
7
8
  import PixelDatatype from "../Renderer/PixelDatatype.js";
8
9
  import RenderState from "../Renderer/RenderState.js";
9
10
  import PassThrough from "../Shaders/PostProcessStages/PassThrough.js";
10
11
  import PassThroughDepth from "../Shaders/PostProcessStages/PassThroughDepth.js";
12
+ import RestoreDepth from "../Shaders/RestoreDepth.js";
11
13
  import BlendingState from "./BlendingState.js";
14
+ import DepthFunction from "./DepthFunction.js";
12
15
  import StencilConstants from "./StencilConstants.js";
13
16
  import StencilFunction from "./StencilFunction.js";
14
17
  import StencilOperation from "./StencilOperation.js";
@@ -21,6 +24,7 @@ import StencilOperation from "./StencilOperation.js";
21
24
  */
22
25
  function GlobeDepth() {
23
26
  this._picking = false;
27
+ this._snapping = false;
24
28
  this._numSamples = 1;
25
29
  this._tempCopyDepthTexture = undefined;
26
30
 
@@ -28,11 +32,27 @@ function GlobeDepth() {
28
32
  depthStencil: true,
29
33
  supportsDepthTexture: true,
30
34
  });
35
+ // Float twin of the pick color framebuffer, used during a snapping pass
36
+ // (see Scene#snap). RGBA32F so each pixel can carry the snap payload
37
+ // (uint32 pick ID, isEdge flag, eye-space depth). GPU resources are only
38
+ // allocated on first use (FramebufferManager allocates lazily in update).
39
+ this._snapColorFramebuffer = new FramebufferManager({
40
+ depthStencil: true,
41
+ supportsDepthTexture: true,
42
+ pixelDatatype: PixelDatatype.FLOAT,
43
+ pixelFormat: PixelFormat.RGBA,
44
+ });
31
45
  this._outputFramebuffer = new FramebufferManager({
32
46
  depthStencil: true,
33
47
  supportsDepthTexture: true,
34
48
  });
35
49
  this._copyDepthFramebuffer = new FramebufferManager();
50
+ // Extra globe depth copies for frustum 1..n. Each frustum packs depth
51
+ // against its own near/far, so a single shared copy cannot be decoded
52
+ // correctly by the other frustums (e.g. a Columbus world copy pass).
53
+ this._copyDepthFramebuffers = [];
54
+ this._copyDepthCommands = [];
55
+ this._restoreDepthCommands = [];
36
56
  this._tempCopyDepthFramebuffer = new FramebufferManager();
37
57
  this._updateDepthFramebuffer = new FramebufferManager({
38
58
  createColorAttachments: false,
@@ -50,6 +70,7 @@ function GlobeDepth() {
50
70
  this._rs = undefined;
51
71
  this._rsBlend = undefined;
52
72
  this._rsUpdate = undefined;
73
+ this._rsRestoreDepth = undefined;
53
74
 
54
75
  this._useScissorTest = false;
55
76
  this._scissorRectangle = undefined;
@@ -61,6 +82,9 @@ function GlobeDepth() {
61
82
  Object.defineProperties(GlobeDepth.prototype, {
62
83
  colorFramebufferManager: {
63
84
  get: function () {
85
+ if (this._snapping) {
86
+ return this._snapColorFramebuffer;
87
+ }
64
88
  return this._picking
65
89
  ? this._pickColorFramebuffer
66
90
  : this._outputFramebuffer;
@@ -84,6 +108,14 @@ Object.defineProperties(GlobeDepth.prototype, {
84
108
  this._picking = value;
85
109
  },
86
110
  },
111
+ snapping: {
112
+ get: function () {
113
+ return this._snapping;
114
+ },
115
+ set: function (value) {
116
+ this._snapping = value;
117
+ },
118
+ },
87
119
  });
88
120
 
89
121
  function updateCopyCommands(globeDepth, context, width, height, passState) {
@@ -149,6 +181,29 @@ function updateCopyCommands(globeDepth, context, width, height, passState) {
149
181
  mask: StencilConstants.CESIUM_3D_TILE_MASK,
150
182
  },
151
183
  });
184
+
185
+ // Writes a depth copy back into the depth buffer. Color writes are off and
186
+ // the quad's fragment depth comes from the sampled texture. The depth test
187
+ // must stay enabled (ALWAYS): a disabled depth test discards the write, so
188
+ // the quad would only paint color and never restore the buffer.
189
+ globeDepth._rsRestoreDepth = RenderState.fromCache({
190
+ viewport: viewport,
191
+ scissorTest: {
192
+ enabled: globeDepth._useScissorTest,
193
+ rectangle: globeDepth._scissorRectangle,
194
+ },
195
+ colorMask: {
196
+ red: false,
197
+ green: false,
198
+ blue: false,
199
+ alpha: false,
200
+ },
201
+ depthTest: {
202
+ enabled: true,
203
+ func: DepthFunction.ALWAYS,
204
+ },
205
+ depthMask: true,
206
+ });
152
207
  }
153
208
 
154
209
  if (!defined(globeDepth._copyDepthCommand)) {
@@ -260,7 +315,9 @@ GlobeDepth.prototype.update = function (
260
315
  : PixelDatatype.FLOAT
261
316
  : PixelDatatype.UNSIGNED_BYTE;
262
317
  this._numSamples = numSamples;
263
- if (this.picking) {
318
+ if (this.snapping) {
319
+ this._snapColorFramebuffer.update(context, width, height);
320
+ } else if (this.picking) {
264
321
  this._pickColorFramebuffer.update(context, width, height);
265
322
  } else {
266
323
  this._outputFramebuffer.update(
@@ -272,6 +329,12 @@ GlobeDepth.prototype.update = function (
272
329
  );
273
330
  }
274
331
  this._copyDepthFramebuffer.update(context, width, height);
332
+ for (let i = 0; i < this._copyDepthFramebuffers.length; i++) {
333
+ const framebuffer = this._copyDepthFramebuffers[i];
334
+ if (defined(framebuffer)) {
335
+ framebuffer.update(context, width, height);
336
+ }
337
+ }
275
338
  updateCopyCommands(this, context, width, height, passState);
276
339
  context.uniformState.globeDepthTexture = undefined;
277
340
 
@@ -292,13 +355,165 @@ GlobeDepth.prototype.prepareColorTextures = function (context, blitStencil) {
292
355
  }
293
356
  };
294
357
 
295
- GlobeDepth.prototype.executeCopyDepth = function (context, passState) {
296
- if (defined(this._copyDepthCommand)) {
358
+ /**
359
+ * Returns the copy depth framebuffer for a frustum, creating it on demand.
360
+ *
361
+ * @param {Context} context The context used for rendering.
362
+ * @param {number} frustumIndex The index of the frustum.
363
+ * @returns {FramebufferManager|undefined} The framebuffer manager, or
364
+ * <code>undefined</code> for frustum 0 (the shared copy).
365
+ *
366
+ * @private
367
+ */
368
+ GlobeDepth.prototype._getFrustumCopyDepthFramebuffer = function (
369
+ context,
370
+ frustumIndex,
371
+ ) {
372
+ if (frustumIndex === 0) {
373
+ return this._copyDepthFramebuffer;
374
+ }
375
+ let framebuffer = this._copyDepthFramebuffers[frustumIndex];
376
+ if (!defined(framebuffer)) {
377
+ framebuffer = this._copyDepthFramebuffers[frustumIndex] =
378
+ new FramebufferManager();
379
+ const mainColorTexture = this._copyDepthFramebuffer.getColorTexture();
380
+ if (defined(mainColorTexture)) {
381
+ framebuffer.update(
382
+ context,
383
+ mainColorTexture.width,
384
+ mainColorTexture.height,
385
+ );
386
+ }
387
+ }
388
+ return framebuffer;
389
+ };
390
+
391
+ /**
392
+ * Returns the copy depth command for a frustum, creating it on demand.
393
+ *
394
+ * @param {Context} context The context used for rendering.
395
+ * @param {number} frustumIndex The index of the frustum.
396
+ * @returns {ViewportQuadCommand|undefined} The command, or <code>undefined</code>.
397
+ *
398
+ * @private
399
+ */
400
+ GlobeDepth.prototype._getFrustumCopyDepthCommand = function (
401
+ context,
402
+ frustumIndex,
403
+ ) {
404
+ if (frustumIndex === 0) {
405
+ return this._copyDepthCommand;
406
+ }
407
+ let command = this._copyDepthCommands[frustumIndex];
408
+ if (!defined(command)) {
409
+ const globeDepth = this;
410
+ command = this._copyDepthCommands[frustumIndex] =
411
+ context.createViewportQuadCommand(PassThroughDepth, {
412
+ uniformMap: {
413
+ u_depthTexture: function () {
414
+ return globeDepth.colorFramebufferManager.getDepthStencilTexture();
415
+ },
416
+ },
417
+ owner: globeDepth,
418
+ });
419
+ }
420
+ command.renderState = this._rs;
421
+ command.framebuffer = this._getFrustumCopyDepthFramebuffer(
422
+ context,
423
+ frustumIndex,
424
+ ).framebuffer;
425
+ return command;
426
+ };
427
+
428
+ /**
429
+ * Copy the current globe depth into the copy depth texture of a frustum and
430
+ * make it the active <code>czm_globeDepthTexture</code>.
431
+ *
432
+ * @param {Context} context The context used for rendering.
433
+ * @param {PassState} passState Render state for subsequent rendering passes.
434
+ * @param {number} [frustumIndex=0] The index of the frustum being rendered.
435
+ *
436
+ * @private
437
+ */
438
+ GlobeDepth.prototype.executeCopyDepth = function (
439
+ context,
440
+ passState,
441
+ frustumIndex,
442
+ ) {
443
+ const index = defined(frustumIndex) ? frustumIndex : 0;
444
+ const framebuffer = this._getFrustumCopyDepthFramebuffer(context, index);
445
+ const command = this._getFrustumCopyDepthCommand(context, index);
446
+ if (defined(command)) {
297
447
  this.prepareColorTextures(context);
298
- this._copyDepthCommand.execute(context, passState);
299
- context.uniformState.globeDepthTexture =
300
- this._copyDepthFramebuffer.getColorTexture();
448
+ command.execute(context, passState);
449
+ context.uniformState.globeDepthTexture = framebuffer.getColorTexture();
450
+ }
451
+ };
452
+
453
+ /**
454
+ * Make an already copied globe depth texture the active
455
+ * <code>czm_globeDepthTexture</code>. Used by the Columbus world copy pass,
456
+ * which re-executes the classification commands of a primary frustum and must
457
+ * therefore read the depth copy produced for that same frustum.
458
+ *
459
+ * @param {Context} context The context used for rendering.
460
+ * @param {number} [frustumIndex=0] The index of the frustum.
461
+ *
462
+ * @private
463
+ */
464
+ GlobeDepth.prototype.useCopyDepth = function (context, frustumIndex) {
465
+ const index = defined(frustumIndex) ? frustumIndex : 0;
466
+ let framebuffer = index > 0 ? this._copyDepthFramebuffers[index] : undefined;
467
+ if (!defined(framebuffer) || !defined(framebuffer.framebuffer)) {
468
+ // The requested frustum never produced a copy (e.g. the primary pass was
469
+ // skipped this frame); keep the shared copy so the uniform stays defined.
470
+ framebuffer = this._copyDepthFramebuffer;
471
+ }
472
+ context.uniformState.globeDepthTexture = framebuffer.getColorTexture();
473
+ };
474
+
475
+ /**
476
+ * Writes an already copied globe depth back into the depth buffer, so terrain
477
+ * classification can be re-executed after the primary pass finished. Ground
478
+ * classification needs the terrain depth in the buffer (its stencil pass depth
479
+ * tests the shadow volume against it), but the scene clears the globe depth
480
+ * after the primary classification pass whenever
481
+ * {@link Globe#depthTestAgainstTerrain} is off - the walkthrough used by the
482
+ * Columbus world copy pass then classifies against an empty buffer and draws
483
+ * nothing.
484
+ *
485
+ * @param {Context} context The context used for rendering.
486
+ * @param {PassState} passState The render pass state, whose framebuffer must be the one that receives the depth.
487
+ * @param {number} [frustumIndex=0] The index of the frustum whose copy should be restored.
488
+ *
489
+ * @private
490
+ */
491
+ GlobeDepth.prototype.executeRestoreDepth = function (
492
+ context,
493
+ passState,
494
+ frustumIndex,
495
+ ) {
496
+ const index = defined(frustumIndex) ? frustumIndex : 0;
497
+ const framebuffer = this._getFrustumCopyDepthFramebuffer(context, index);
498
+ const renderState = this._rsRestoreDepth;
499
+ if (!defined(framebuffer.getColorTexture()) || !defined(renderState)) {
500
+ return;
301
501
  }
502
+
503
+ let command = this._restoreDepthCommands[index];
504
+ if (!defined(command)) {
505
+ command = this._restoreDepthCommands[index] =
506
+ context.createViewportQuadCommand(RestoreDepth, {
507
+ uniformMap: {
508
+ u_depthTexture: function () {
509
+ return framebuffer.getColorTexture();
510
+ },
511
+ },
512
+ owner: this,
513
+ });
514
+ }
515
+ command.renderState = renderState;
516
+ command.execute(context, passState);
302
517
  };
303
518
 
304
519
  /**
@@ -377,8 +592,30 @@ GlobeDepth.prototype.isDestroyed = function () {
377
592
 
378
593
  GlobeDepth.prototype.destroy = function () {
379
594
  this._pickColorFramebuffer.destroy();
595
+ this._snapColorFramebuffer.destroy();
380
596
  this._outputFramebuffer.destroy();
381
597
  this._copyDepthFramebuffer.destroy();
598
+ for (let i = 0; i < this._copyDepthFramebuffers.length; i++) {
599
+ const framebuffer = this._copyDepthFramebuffers[i];
600
+ if (defined(framebuffer)) {
601
+ framebuffer.destroy();
602
+ }
603
+ }
604
+ this._copyDepthFramebuffers.length = 0;
605
+ for (let i = 0; i < this._copyDepthCommands.length; i++) {
606
+ const command = this._copyDepthCommands[i];
607
+ if (defined(command) && defined(command.shaderProgram)) {
608
+ command.shaderProgram = command.shaderProgram.destroy();
609
+ }
610
+ }
611
+ this._copyDepthCommands.length = 0;
612
+ for (let i = 0; i < this._restoreDepthCommands.length; i++) {
613
+ const command = this._restoreDepthCommands[i];
614
+ if (defined(command) && defined(command.shaderProgram)) {
615
+ command.shaderProgram = command.shaderProgram.destroy();
616
+ }
617
+ }
618
+ this._restoreDepthCommands.length = 0;
382
619
  this._tempCopyDepthFramebuffer.destroy();
383
620
  this._updateDepthFramebuffer.destroy();
384
621