@rtzh/engine 0.0.11 → 0.0.12

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 (517) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +656 -518
  2. package/Build/Workers/{chunk-23CHWHW6.js → chunk-2QUYHF2A.js} +4 -4
  3. package/Build/Workers/{chunk-DHWZGIOA.js → chunk-3J7LZYZG.js} +5 -5
  4. package/Build/Workers/{chunk-F4Q3VOCC.js → chunk-3KDCIRQI.js} +7 -7
  5. package/Build/Workers/{chunk-IVDXHQYL.js → chunk-3M6XQXJL.js} +5 -5
  6. package/Build/Workers/{chunk-K6PDZWHZ.js → chunk-3P5AO3U5.js} +5 -5
  7. package/Build/Workers/{chunk-FUFHIXPT.js → chunk-4DH5OOWE.js} +4 -4
  8. package/Build/Workers/{chunk-GDHDJK32.js → chunk-4G6JR2MZ.js} +10 -10
  9. package/Build/Workers/{chunk-5WKGRIN6.js → chunk-4VMTI2WC.js} +6 -6
  10. package/Build/Workers/{chunk-5D3ECYS3.js → chunk-55JFCPW4.js} +4 -4
  11. package/Build/Workers/{chunk-3CD4WIF4.js → chunk-5CVGPIDD.js} +2 -2
  12. package/Build/Workers/{chunk-FYW5UQ24.js → chunk-6JO3MGIQ.js} +12 -12
  13. package/Build/Workers/{chunk-DLRIAMQF.js → chunk-6SYRFK5R.js} +2 -2
  14. package/Build/Workers/{chunk-ATC2WXI4.js → chunk-6TITDWW4.js} +17 -17
  15. package/Build/Workers/{chunk-7EU3DIKZ.js → chunk-6ZPTOV5S.js} +18 -18
  16. package/Build/Workers/{chunk-MJVNNURF.js → chunk-74FGX7I7.js} +12 -12
  17. package/Build/Workers/{chunk-KMZXZUA7.js → chunk-7DG7QQQ6.js} +5 -5
  18. package/Build/Workers/{chunk-4BJHO56J.js → chunk-7DUCNF2V.js} +6 -6
  19. package/Build/Workers/{chunk-CTARL7CY.js → chunk-A3KVKXRR.js} +13 -13
  20. package/Build/Workers/{chunk-6HB2DMC2.js → chunk-A3OQ66NS.js} +16 -16
  21. package/Build/Workers/{chunk-5SVTAJRH.js → chunk-ADOJA3C4.js} +12 -12
  22. package/Build/Workers/{chunk-DKJMD2HX.js → chunk-AM7WOPMS.js} +6 -6
  23. package/Build/Workers/{chunk-6RUDXAFC.js → chunk-AUWAGN3U.js} +16 -16
  24. package/Build/Workers/{chunk-AEURJQ3B.js → chunk-B3SSRLUO.js} +2 -2
  25. package/Build/Workers/{chunk-ET7LWDHA.js → chunk-B7PKU4HH.js} +2 -2
  26. package/Build/Workers/{chunk-GPWELPVQ.js → chunk-B7SQOHFY.js} +7 -7
  27. package/Build/Workers/{chunk-F7IITURY.js → chunk-BGIF6VMP.js} +3 -3
  28. package/Build/Workers/{chunk-72YPCD72.js → chunk-BHYR5M4Y.js} +17 -17
  29. package/Build/Workers/{chunk-243UEBJF.js → chunk-BIPYGVES.js} +10 -10
  30. package/Build/Workers/{chunk-6BIU5AL4.js → chunk-BU5W4J4F.js} +10 -10
  31. package/Build/Workers/{chunk-4GPHI5UY.js → chunk-C3DT73MC.js} +10 -10
  32. package/Build/Workers/{chunk-IXM65GBF.js → chunk-CD2WSWPY.js} +4 -4
  33. package/Build/Workers/{chunk-HFCJLXTG.js → chunk-CHAPQYGD.js} +1 -1
  34. package/Build/Workers/{chunk-2UNHFFAZ.js → chunk-CXC4JSSY.js} +5 -5
  35. package/Build/Workers/{chunk-6MYDYE24.js → chunk-DB2NML4I.js} +1 -1
  36. package/Build/Workers/{chunk-32ZGDYJY.js → chunk-DKP3PVXJ.js} +18 -18
  37. package/Build/Workers/{chunk-CV5JLCHF.js → chunk-DLNCIAY5.js} +13 -13
  38. package/Build/Workers/{chunk-FD62YGTB.js → chunk-DMQ2K2CH.js} +7 -7
  39. package/Build/Workers/{chunk-J766O3PA.js → chunk-DN54YAFV.js} +4 -4
  40. package/Build/Workers/{chunk-7AS3X42P.js → chunk-E3YEHNIJ.js} +10 -10
  41. package/Build/Workers/{chunk-4NAHNN5G.js → chunk-ECYQUWGD.js} +10 -10
  42. package/Build/Workers/{chunk-54AFUJNV.js → chunk-EUE3UD5F.js} +11 -11
  43. package/Build/Workers/{chunk-DAYNPAVN.js → chunk-EXMUTZB4.js} +2 -2
  44. package/Build/Workers/{chunk-54LZ6OUD.js → chunk-F5SRLVVZ.js} +17 -17
  45. package/Build/Workers/{chunk-EWDHM5NC.js → chunk-FBSLGF4L.js} +1 -1
  46. package/Build/Workers/{chunk-565HBO3F.js → chunk-FNX2KJDD.js} +6 -6
  47. package/Build/Workers/{chunk-IYAZCFAC.js → chunk-FPEAW6NQ.js} +6 -6
  48. package/Build/Workers/{chunk-CQ5PWUMS.js → chunk-GAZENUEZ.js} +1 -1
  49. package/Build/Workers/{chunk-7BOVULMD.js → chunk-GBB5VIA3.js} +2 -2
  50. package/Build/Workers/{chunk-7R74V5Z3.js → chunk-HTMJEEON.js} +8 -8
  51. package/Build/Workers/{chunk-I5JHYEIE.js → chunk-HZ4N44YJ.js} +8 -8
  52. package/Build/Workers/{chunk-5UKR42KW.js → chunk-I4CJV4A3.js} +14 -14
  53. package/Build/Workers/{chunk-3L7XBXFS.js → chunk-IB22JEKK.js} +5 -5
  54. package/Build/Workers/{chunk-F6JVBOM5.js → chunk-IG64RWHT.js} +11 -11
  55. package/Build/Workers/{chunk-6AUSOZOL.js → chunk-IK5A56IF.js} +7 -7
  56. package/Build/Workers/{chunk-I3VVEQQ6.js → chunk-IMC7L6CL.js} +9 -9
  57. package/Build/Workers/{chunk-JRPAFYGJ.js → chunk-IPBVNANG.js} +17 -17
  58. package/Build/Workers/{chunk-6J63N735.js → chunk-IUIXI2XJ.js} +6 -6
  59. package/Build/Workers/{chunk-CGAHG2LR.js → chunk-J3WRL2GC.js} +2 -2
  60. package/Build/Workers/{chunk-AMJRLIO3.js → chunk-JF6HRK66.js} +11 -11
  61. package/Build/Workers/{chunk-2ZR6KBRW.js → chunk-JFOADEL2.js} +8 -8
  62. package/Build/Workers/{chunk-KGQGZ7PF.js → chunk-JNSU4PGT.js} +12 -12
  63. package/Build/Workers/{chunk-6ZF4QOFM.js → chunk-JPORXJB2.js} +6 -6
  64. package/Build/Workers/{chunk-6YSUD2OH.js → chunk-JTH56QYP.js} +7 -7
  65. package/Build/Workers/{chunk-G7PGTG3P.js → chunk-K5QIQSHR.js} +13 -13
  66. package/Build/Workers/{chunk-H33FCT5U.js → chunk-KN3RXSGH.js} +9 -9
  67. package/Build/Workers/{chunk-4SC4KVID.js → chunk-KTUWGLXR.js} +10 -10
  68. package/Build/Workers/{chunk-B3FJJGCH.js → chunk-LBVC3PWG.js} +4 -4
  69. package/Build/Workers/{chunk-6YT2LZ3Z.js → chunk-LKUMU7VD.js} +4 -4
  70. package/Build/Workers/{chunk-FARHIBOA.js → chunk-LUA5G72O.js} +1 -1
  71. package/Build/Workers/{chunk-7X6CLAD2.js → chunk-MSYP7LPX.js} +9 -9
  72. package/Build/Workers/{chunk-LGMONS4O.js → chunk-MZWPVY6R.js} +7 -7
  73. package/Build/Workers/{chunk-4SZJ3KRD.js → chunk-N557LIW2.js} +3 -3
  74. package/Build/Workers/{chunk-45SKJP37.js → chunk-NGTONEWG.js} +4 -4
  75. package/Build/Workers/{chunk-FRUZKVBP.js → chunk-NLAR3AKL.js} +6 -6
  76. package/Build/Workers/{chunk-APOATHFZ.js → chunk-OF3WIS5R.js} +4 -4
  77. package/Build/Workers/{chunk-BQRZMSMM.js → chunk-OHWONB5E.js} +4 -4
  78. package/Build/Workers/{chunk-QDNIPHD7.js → chunk-OTYYR4HA.js} +12 -12
  79. package/Build/Workers/{chunk-GCZNJHST.js → chunk-OVJADFWR.js} +5 -5
  80. package/Build/Workers/{chunk-MPHEIDPB.js → chunk-OWR6KGDV.js} +1 -1
  81. package/Build/Workers/{chunk-7QPQGSS3.js → chunk-PEZ2F4AC.js} +5 -5
  82. package/Build/Workers/{chunk-553BNJPP.js → chunk-PJEU2YDM.js} +8 -8
  83. package/Build/Workers/{chunk-7KOMCIWI.js → chunk-PNJB4ARY.js} +8 -8
  84. package/Build/Workers/{chunk-2CZLDPAQ.js → chunk-PSGQHI7V.js} +2 -2
  85. package/Build/Workers/{chunk-EDFDPOY6.js → chunk-PTBF7YWH.js} +1 -1
  86. package/Build/Workers/{chunk-BIJHMMCD.js → chunk-QICSE57I.js} +4 -4
  87. package/Build/Workers/{chunk-2VN5W6HA.js → chunk-QM26UZ4G.js} +5 -5
  88. package/Build/Workers/{chunk-4IXXMXPJ.js → chunk-QMUEVSBY.js} +10 -10
  89. package/Build/Workers/{chunk-HKSICPYV.js → chunk-QNTU5YFH.js} +1 -1
  90. package/Build/Workers/{chunk-J2S3WMUZ.js → chunk-RLMDD7LI.js} +6 -6
  91. package/Build/Workers/{chunk-E7SFSMUX.js → chunk-RWZLJD75.js} +2 -2
  92. package/Build/Workers/{chunk-4UBPBH32.js → chunk-SCDH4DI7.js} +5 -5
  93. package/Build/Workers/{chunk-CQB3KRGK.js → chunk-SKWZGTC6.js} +7 -7
  94. package/Build/Workers/{chunk-5W4ISZGQ.js → chunk-SUTV4NUG.js} +14 -14
  95. package/Build/Workers/{chunk-J2CUNLQP.js → chunk-T3CBEYZZ.js} +9 -9
  96. package/Build/Workers/{chunk-5T4DXPEL.js → chunk-T6IEXU63.js} +8 -8
  97. package/Build/Workers/{chunk-DPTYP7J3.js → chunk-TBIPO5CH.js} +1 -1
  98. package/Build/Workers/{chunk-37WPNI52.js → chunk-TEAYSUTK.js} +1 -1
  99. package/Build/Workers/{chunk-5L3PEFKO.js → chunk-TSB4I6D6.js} +1 -1
  100. package/Build/Workers/{chunk-2ZXYLPPT.js → chunk-ULWGQGIU.js} +2 -2
  101. package/Build/Workers/{chunk-GZMTBQM2.js → chunk-UTAFOZR6.js} +4 -4
  102. package/Build/Workers/{chunk-6KA3AJM6.js → chunk-V4BLFYXZ.js} +6 -6
  103. package/Build/Workers/{chunk-3ZDA3MBK.js → chunk-VH4ZDU2H.js} +6 -6
  104. package/Build/Workers/{chunk-JUJONRWD.js → chunk-WAJ236EA.js} +11 -11
  105. package/Build/Workers/{chunk-56MKFDJH.js → chunk-WDTR5ZPN.js} +12 -12
  106. package/Build/Workers/{chunk-FNI64UKI.js → chunk-WJ74Z47X.js} +5 -5
  107. package/Build/Workers/{chunk-3PWX65TL.js → chunk-WKYBYW6H.js} +14 -14
  108. package/Build/Workers/{chunk-G6PDJHNG.js → chunk-WTKUVRNG.js} +7 -7
  109. package/Build/Workers/{chunk-HAR6Y2HP.js → chunk-XH535OLG.js} +2 -2
  110. package/Build/Workers/{chunk-LSGHTNF5.js → chunk-XMN6BU5T.js} +13 -13
  111. package/Build/Workers/{chunk-ET7K6FSD.js → chunk-Y6KZOXMR.js} +14 -14
  112. package/Build/Workers/{chunk-42I3QSKJ.js → chunk-YGPS3DPM.js} +1 -1
  113. package/Build/Workers/{chunk-6TWMNB7Q.js → chunk-YMGBVMJH.js} +6 -6
  114. package/Build/Workers/{chunk-32GOIUYC.js → chunk-ZESIYF5P.js} +5 -5
  115. package/Build/Workers/{chunk-2LMIHR6B.js → chunk-ZSDJVMQL.js} +2 -2
  116. package/Build/Workers/combineGeometry.js +24 -24
  117. package/Build/Workers/createBoxGeometry.js +18 -18
  118. package/Build/Workers/createBoxOutlineGeometry.js +16 -16
  119. package/Build/Workers/createCircleGeometry.js +26 -26
  120. package/Build/Workers/createCircleOutlineGeometry.js +19 -19
  121. package/Build/Workers/createCoplanarPolygonGeometry.js +33 -33
  122. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +31 -31
  123. package/Build/Workers/createCorridorGeometry.js +29 -29
  124. package/Build/Workers/createCorridorOutlineGeometry.js +28 -28
  125. package/Build/Workers/createCylinderGeometry.js +20 -20
  126. package/Build/Workers/createCylinderOutlineGeometry.js +18 -18
  127. package/Build/Workers/createEllipseGeometry.js +26 -26
  128. package/Build/Workers/createEllipseOutlineGeometry.js +19 -19
  129. package/Build/Workers/createEllipsoidGeometry.js +19 -19
  130. package/Build/Workers/createEllipsoidOutlineGeometry.js +18 -18
  131. package/Build/Workers/createFrustumGeometry.js +18 -18
  132. package/Build/Workers/createFrustumOutlineGeometry.js +18 -18
  133. package/Build/Workers/createGeometry.js +24 -24
  134. package/Build/Workers/createGroundPolylineGeometry.js +22 -22
  135. package/Build/Workers/createPlaneGeometry.js +16 -16
  136. package/Build/Workers/createPlaneOutlineGeometry.js +15 -15
  137. package/Build/Workers/createPolygonGeometry.js +32 -32
  138. package/Build/Workers/createPolygonOutlineGeometry.js +30 -30
  139. package/Build/Workers/createPolylineGeometry.js +25 -25
  140. package/Build/Workers/createPolylineVolumeGeometry.js +31 -31
  141. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +27 -27
  142. package/Build/Workers/createRectangleGeometry.js +27 -27
  143. package/Build/Workers/createRectangleOutlineGeometry.js +20 -20
  144. package/Build/Workers/createSimplePolylineGeometry.js +23 -23
  145. package/Build/Workers/createSphereGeometry.js +19 -19
  146. package/Build/Workers/createSphereOutlineGeometry.js +18 -18
  147. package/Build/Workers/createTaskProcessorWorker.js +3 -3
  148. package/Build/Workers/createVectorTileClampedPolylines.js +14 -14
  149. package/Build/Workers/createVectorTileGeometries.js +24 -24
  150. package/Build/Workers/createVectorTilePoints.js +13 -13
  151. package/Build/Workers/createVectorTilePolygons.js +22 -22
  152. package/Build/Workers/createVectorTilePolylines.js +14 -14
  153. package/Build/Workers/createVerticesFromCesium3DTilesTerrain.js +25 -25
  154. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +22 -22
  155. package/Build/Workers/createVerticesFromHeightmap.js +22 -22
  156. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +20 -20
  157. package/Build/Workers/createWallGeometry.js +24 -24
  158. package/Build/Workers/createWallOutlineGeometry.js +23 -23
  159. package/Build/Workers/decodeDraco.js +10 -10
  160. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +5 -5
  161. package/Build/Workers/decodeI3S.js +10 -10
  162. package/Build/Workers/gaussianSplatSorter.js +4 -4
  163. package/Build/Workers/gaussianSplatTextureGenerator.js +4 -4
  164. package/Build/Workers/incrementallyBuildTerrainPicker.js +10 -10
  165. package/Build/Workers/transcodeKTX2.js +6 -6
  166. package/Build/Workers/transferTypedArrayTest.js +1 -1
  167. package/Build/Workers/upsampleQuantizedTerrainMesh.js +22 -22
  168. package/Build/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +25 -25
  169. package/README.md +69 -69
  170. package/Source/Scene/Model/CustomShader.js +5 -4
  171. package/Source/Scene/Model/CustomShaderPipelineStage.js +11 -5
  172. package/Source/Scene/Model/CustomShaderTranslucencyMode.js +8 -0
  173. package/Source/Scene/Model/MaterialPipelineStage.js +919 -919
  174. package/Source/Scene/Model/ModelDrawCommand.js +8 -2
  175. package/Source/Shaders/Model/CPUStylingStageFS.glsl +1 -1
  176. package/Source/Shaders/Model/CPUStylingStageFS.js +1 -1
  177. package/Source/Shaders/Model/CPUStylingStageVS.glsl +1 -1
  178. package/Source/Shaders/Model/CPUStylingStageVS.js +1 -1
  179. package/Source/Shaders/Model/ModelFS.glsl +13 -0
  180. package/Source/Shaders/Model/ModelFS.js +13 -0
  181. package/Source/ThirdParty/Workers/zip-web-worker.js +1 -1
  182. package/index.d.ts +7 -1
  183. package/index.js +90 -90
  184. package/package.json +1 -1
  185. package/Build/Workers/chunk-27JI7F7B.js +0 -101
  186. package/Build/Workers/chunk-2B7VLWK3.js +0 -58
  187. package/Build/Workers/chunk-2OWEFNS4.js +0 -97
  188. package/Build/Workers/chunk-2Y2KA6PM.js +0 -387
  189. package/Build/Workers/chunk-2YAONTGQ.js +0 -476
  190. package/Build/Workers/chunk-324L25HV.js +0 -352
  191. package/Build/Workers/chunk-3EZBCDBK.js +0 -439
  192. package/Build/Workers/chunk-3JPA6GA3.js +0 -837
  193. package/Build/Workers/chunk-3NSMZ3XW.js +0 -1067
  194. package/Build/Workers/chunk-3QLIXW6V.js +0 -778
  195. package/Build/Workers/chunk-3SVEN5QG.js +0 -288
  196. package/Build/Workers/chunk-3WRJXCJS.js +0 -497
  197. package/Build/Workers/chunk-3WT5VKYM.js +0 -101
  198. package/Build/Workers/chunk-3YO7HM5H.js +0 -476
  199. package/Build/Workers/chunk-3ZJ6X3BW.js +0 -57
  200. package/Build/Workers/chunk-4C4UR2S6.js +0 -682
  201. package/Build/Workers/chunk-4CQDMEZY.js +0 -2058
  202. package/Build/Workers/chunk-4DIL24GG.js +0 -1460
  203. package/Build/Workers/chunk-4DQ3ODGO.js +0 -629
  204. package/Build/Workers/chunk-4FEDW3WT.js +0 -299
  205. package/Build/Workers/chunk-4GZLJPDW.js +0 -8366
  206. package/Build/Workers/chunk-52UUGJQ6.js +0 -288
  207. package/Build/Workers/chunk-53AFSDGM.js +0 -37
  208. package/Build/Workers/chunk-54SSO7NS.js +0 -352
  209. package/Build/Workers/chunk-5A4OWIAY.js +0 -511
  210. package/Build/Workers/chunk-5DPCF65K.js +0 -162
  211. package/Build/Workers/chunk-5IOA3NCI.js +0 -8366
  212. package/Build/Workers/chunk-5MCUZL44.js +0 -455
  213. package/Build/Workers/chunk-5RMI6LFO.js +0 -692
  214. package/Build/Workers/chunk-5UHIRI2A.js +0 -1800
  215. package/Build/Workers/chunk-5VDZEVQX.js +0 -788
  216. package/Build/Workers/chunk-5VWFNSLF.js +0 -44
  217. package/Build/Workers/chunk-5WAMP6Z4.js +0 -299
  218. package/Build/Workers/chunk-5ZMMQ7HE.js +0 -37
  219. package/Build/Workers/chunk-64VDO4BW.js +0 -114
  220. package/Build/Workers/chunk-664SI23B.js +0 -368
  221. package/Build/Workers/chunk-6BNIWSFA.js +0 -940
  222. package/Build/Workers/chunk-6F4HKBHD.js +0 -352
  223. package/Build/Workers/chunk-6GNLKYQO.js +0 -114
  224. package/Build/Workers/chunk-72Q33KL6.js +0 -280
  225. package/Build/Workers/chunk-73EGVDOC.js +0 -398
  226. package/Build/Workers/chunk-74HENCNJ.js +0 -171
  227. package/Build/Workers/chunk-763Q2YKY.js +0 -1483
  228. package/Build/Workers/chunk-7BQLJI3P.js +0 -692
  229. package/Build/Workers/chunk-7C2MOK27.js +0 -57
  230. package/Build/Workers/chunk-7EFYX4FL.js +0 -642
  231. package/Build/Workers/chunk-7MMYV5PM.js +0 -288
  232. package/Build/Workers/chunk-7RAUHLDW.js +0 -497
  233. package/Build/Workers/chunk-ADQVXDEJ.js +0 -2719
  234. package/Build/Workers/chunk-AFZVC5JN.js +0 -778
  235. package/Build/Workers/chunk-ASGXCLGL.js +0 -97
  236. package/Build/Workers/chunk-AVNHAFMV.js +0 -114
  237. package/Build/Workers/chunk-AWMYTHW4.js +0 -101
  238. package/Build/Workers/chunk-B5ZUBUPB.js +0 -398
  239. package/Build/Workers/chunk-BCYABDWF.js +0 -3514
  240. package/Build/Workers/chunk-BGG3BP2R.js +0 -280
  241. package/Build/Workers/chunk-BHTWF7UG.js +0 -73
  242. package/Build/Workers/chunk-BJHSYHOQ.js +0 -97
  243. package/Build/Workers/chunk-BLZILZWF.js +0 -2719
  244. package/Build/Workers/chunk-BM6ZG63T.js +0 -171
  245. package/Build/Workers/chunk-BYTLHM7N.js +0 -414
  246. package/Build/Workers/chunk-C3G2NDXM.js +0 -162
  247. package/Build/Workers/chunk-CCPKBCZD.js +0 -171
  248. package/Build/Workers/chunk-CMAG5O53.js +0 -1483
  249. package/Build/Workers/chunk-CR6BZUQC.js +0 -1443
  250. package/Build/Workers/chunk-CXDJ7YNS.js +0 -305
  251. package/Build/Workers/chunk-D3FNWB3Q.js +0 -138
  252. package/Build/Workers/chunk-DBM2NHJ5.js +0 -352
  253. package/Build/Workers/chunk-DIA4J2DB.js +0 -497
  254. package/Build/Workers/chunk-DVTKM7FF.js +0 -256
  255. package/Build/Workers/chunk-E3NHG3TR.js +0 -1460
  256. package/Build/Workers/chunk-E5BSDIGY.js +0 -139
  257. package/Build/Workers/chunk-EDVAQGDJ.js +0 -2719
  258. package/Build/Workers/chunk-EE4T7VKT.js +0 -368
  259. package/Build/Workers/chunk-EFHDO3L2.js +0 -102
  260. package/Build/Workers/chunk-EJVGOIOW.js +0 -1317
  261. package/Build/Workers/chunk-ENIF6OQ5.js +0 -139
  262. package/Build/Workers/chunk-EPVJ5OOH.js +0 -8366
  263. package/Build/Workers/chunk-ERYOZBVC.js +0 -171
  264. package/Build/Workers/chunk-F2BQY3GT.js +0 -1317
  265. package/Build/Workers/chunk-FCSN7XOU.js +0 -55
  266. package/Build/Workers/chunk-FHM3HFYM.js +0 -1045
  267. package/Build/Workers/chunk-FRF5LWIM.js +0 -299
  268. package/Build/Workers/chunk-FSYQE5XE.js +0 -55
  269. package/Build/Workers/chunk-FTHCZAWE.js +0 -44
  270. package/Build/Workers/chunk-FTXEOX64.js +0 -1067
  271. package/Build/Workers/chunk-FYZVCB32.js +0 -75
  272. package/Build/Workers/chunk-G2KELS4I.js +0 -138
  273. package/Build/Workers/chunk-GAQXLBFJ.js +0 -1483
  274. package/Build/Workers/chunk-GCPD37SU.js +0 -1054
  275. package/Build/Workers/chunk-GEH53ULL.js +0 -299
  276. package/Build/Workers/chunk-GJFIEALZ.js +0 -387
  277. package/Build/Workers/chunk-GLA2PT5T.js +0 -476
  278. package/Build/Workers/chunk-GMOKUODV.js +0 -352
  279. package/Build/Workers/chunk-GNGGEDZK.js +0 -352
  280. package/Build/Workers/chunk-GNGZG6C6.js +0 -162
  281. package/Build/Workers/chunk-GWLEBUVI.js +0 -2058
  282. package/Build/Workers/chunk-GYIGOBV2.js +0 -439
  283. package/Build/Workers/chunk-H2MM7FMU.js +0 -1054
  284. package/Build/Workers/chunk-H3BSU65R.js +0 -1067
  285. package/Build/Workers/chunk-HBL3QZ2L.js +0 -642
  286. package/Build/Workers/chunk-HC6DDPFU.js +0 -198
  287. package/Build/Workers/chunk-HEFUSHA6.js +0 -3514
  288. package/Build/Workers/chunk-HEKLTOOR.js +0 -1443
  289. package/Build/Workers/chunk-HHN2M3ES.js +0 -682
  290. package/Build/Workers/chunk-HHUKBKWS.js +0 -414
  291. package/Build/Workers/chunk-HKII76UV.js +0 -1800
  292. package/Build/Workers/chunk-HLIXASKN.js +0 -476
  293. package/Build/Workers/chunk-HM4MH5IG.js +0 -138
  294. package/Build/Workers/chunk-HWUHUN7Z.js +0 -387
  295. package/Build/Workers/chunk-I7LWED3Z.js +0 -101
  296. package/Build/Workers/chunk-IB2XQV6U.js +0 -101
  297. package/Build/Workers/chunk-IC2JHDCI.js +0 -114
  298. package/Build/Workers/chunk-IEBTKCMB.js +0 -497
  299. package/Build/Workers/chunk-IEEHNZ36.js +0 -241
  300. package/Build/Workers/chunk-IHOM6QXV.js +0 -439
  301. package/Build/Workers/chunk-IK4D64GY.js +0 -439
  302. package/Build/Workers/chunk-IKMU6YHA.js +0 -288
  303. package/Build/Workers/chunk-IRG63TBY.js +0 -55
  304. package/Build/Workers/chunk-IY53MZW2.js +0 -58
  305. package/Build/Workers/chunk-IYXLSOLF.js +0 -692
  306. package/Build/Workers/chunk-J4PNHKWO.js +0 -2719
  307. package/Build/Workers/chunk-JFLJS4QU.js +0 -1443
  308. package/Build/Workers/chunk-JJD7S2CV.js +0 -3514
  309. package/Build/Workers/chunk-JJWMDUOJ.js +0 -44
  310. package/Build/Workers/chunk-JM4TFRYQ.js +0 -163
  311. package/Build/Workers/chunk-JNNIPGJU.js +0 -163
  312. package/Build/Workers/chunk-JOQFYJZ2.js +0 -692
  313. package/Build/Workers/chunk-JQ7IQ56G.js +0 -837
  314. package/Build/Workers/chunk-JWEZXKBE.js +0 -73
  315. package/Build/Workers/chunk-K2PUGKEO.js +0 -2058
  316. package/Build/Workers/chunk-KFOT2YV5.js +0 -138
  317. package/Build/Workers/chunk-KMJD5APO.js +0 -162
  318. package/Build/Workers/chunk-KOVKY3HB.js +0 -198
  319. package/Build/Workers/chunk-KQ4ET526.js +0 -163
  320. package/Build/Workers/chunk-KWFCDTXS.js +0 -940
  321. package/Build/Workers/chunk-KWX3CJFT.js +0 -198
  322. package/Build/Workers/chunk-L2QIVAZV.js +0 -3514
  323. package/Build/Workers/chunk-L33HPENB.js +0 -75
  324. package/Build/Workers/chunk-LENXRROQ.js +0 -398
  325. package/Build/Workers/chunk-LFQ63ZU4.js +0 -455
  326. package/Build/Workers/chunk-LHJDLAZT.js +0 -1483
  327. package/Build/Workers/chunk-LJHG4PJQ.js +0 -305
  328. package/Build/Workers/chunk-LNS36LUZ.js +0 -2058
  329. package/Build/Workers/chunk-LPJHTJDQ.js +0 -305
  330. package/Build/Workers/chunk-LRW2QXMW.js +0 -352
  331. package/Build/Workers/chunk-LUUEGFLT.js +0 -305
  332. package/Build/Workers/chunk-LVU4AZC6.js +0 -219
  333. package/Build/Workers/chunk-LW2VGHDM.js +0 -1800
  334. package/Build/Workers/chunk-LXM2ZC4V.js +0 -288
  335. package/Build/Workers/chunk-LXMLERGC.js +0 -1067
  336. package/Build/Workers/chunk-LXOUU2I5.js +0 -219
  337. package/Build/Workers/chunk-M7EEEKQE.js +0 -476
  338. package/Build/Workers/chunk-MB2ZJQR3.js +0 -55
  339. package/Build/Workers/chunk-MCJRXFRL.js +0 -102
  340. package/Build/Workers/chunk-MCNY7SPD.js +0 -139
  341. package/Build/Workers/chunk-MEFWVMG6.js +0 -788
  342. package/Build/Workers/chunk-MHEKNHOF.js +0 -511
  343. package/Build/Workers/chunk-MLL4AAXV.js +0 -1460
  344. package/Build/Workers/chunk-MPCZC3G6.js +0 -414
  345. package/Build/Workers/chunk-MRLJERN3.js +0 -114
  346. package/Build/Workers/chunk-MWN26ZEM.js +0 -280
  347. package/Build/Workers/chunk-MXKQUDTP.js +0 -55
  348. package/Build/Workers/chunk-NEF7XO5W.js +0 -940
  349. package/Build/Workers/chunk-NIWB6UMY.js +0 -198
  350. package/Build/Workers/chunk-NJEG7WRW.js +0 -387
  351. package/Build/Workers/chunk-NL7US44X.js +0 -171
  352. package/Build/Workers/chunk-NOJAQPXU.js +0 -102
  353. package/Build/Workers/chunk-NSRZZEHH.js +0 -455
  354. package/Build/Workers/chunk-NUMQ72QV.js +0 -55
  355. package/Build/Workers/chunk-NXZJKIYD.js +0 -97
  356. package/Build/Workers/chunk-O224ZEA5.js +0 -58
  357. package/Build/Workers/chunk-O4MZOV3C.js +0 -414
  358. package/Build/Workers/chunk-O5ICO3AS.js +0 -682
  359. package/Build/Workers/chunk-O5QH7XD5.js +0 -629
  360. package/Build/Workers/chunk-O6T3T3V3.js +0 -97
  361. package/Build/Workers/chunk-OAFZ26QL.js +0 -837
  362. package/Build/Workers/chunk-OBM2JYMG.js +0 -75
  363. package/Build/Workers/chunk-OBQVOEPZ.js +0 -124
  364. package/Build/Workers/chunk-OC63Z35M.js +0 -280
  365. package/Build/Workers/chunk-OD7UYXFV.js +0 -352
  366. package/Build/Workers/chunk-ODZZZGXK.js +0 -219
  367. package/Build/Workers/chunk-OEAC5XUG.js +0 -73
  368. package/Build/Workers/chunk-OFTWEOW2.js +0 -1483
  369. package/Build/Workers/chunk-OIJH6LAY.js +0 -497
  370. package/Build/Workers/chunk-OJFVD5ZS.js +0 -778
  371. package/Build/Workers/chunk-OJNPKCEL.js +0 -73
  372. package/Build/Workers/chunk-OOIZ7CHP.js +0 -114
  373. package/Build/Workers/chunk-OQK27J4J.js +0 -139
  374. package/Build/Workers/chunk-OTDNJAYJ.js +0 -55
  375. package/Build/Workers/chunk-OX4DGIUJ.js +0 -788
  376. package/Build/Workers/chunk-PEEYBEL5.js +0 -2058
  377. package/Build/Workers/chunk-PEUDXOFI.js +0 -241
  378. package/Build/Workers/chunk-PGYA2CMO.js +0 -642
  379. package/Build/Workers/chunk-PKXFFIEZ.js +0 -57
  380. package/Build/Workers/chunk-PQLZOYZE.js +0 -642
  381. package/Build/Workers/chunk-PSDWIJMU.js +0 -219
  382. package/Build/Workers/chunk-PU44PXY2.js +0 -75
  383. package/Build/Workers/chunk-PW3GQAXA.js +0 -3514
  384. package/Build/Workers/chunk-Q2X2Z7JH.js +0 -241
  385. package/Build/Workers/chunk-Q2YRPH7V.js +0 -1067
  386. package/Build/Workers/chunk-Q36VXWGP.js +0 -57
  387. package/Build/Workers/chunk-Q4XPVYXJ.js +0 -476
  388. package/Build/Workers/chunk-QEGQDFX2.js +0 -1045
  389. package/Build/Workers/chunk-QFN5B75P.js +0 -1054
  390. package/Build/Workers/chunk-QGXE4VZ3.js +0 -55
  391. package/Build/Workers/chunk-QIEHP7O4.js +0 -280
  392. package/Build/Workers/chunk-QOLOPE4O.js +0 -1317
  393. package/Build/Workers/chunk-QY55DT53.js +0 -97
  394. package/Build/Workers/chunk-R2AFDOIY.js +0 -778
  395. package/Build/Workers/chunk-R3PTQZ6H.js +0 -44
  396. package/Build/Workers/chunk-R5U3MYPS.js +0 -198
  397. package/Build/Workers/chunk-RBLCJVK6.js +0 -73
  398. package/Build/Workers/chunk-RGD6RGTH.js +0 -138
  399. package/Build/Workers/chunk-RJ564LVX.js +0 -398
  400. package/Build/Workers/chunk-RJIH4MDC.js +0 -241
  401. package/Build/Workers/chunk-RJVB3K2X.js +0 -511
  402. package/Build/Workers/chunk-RNZ5L3W4.js +0 -387
  403. package/Build/Workers/chunk-RO7SDGOD.js +0 -352
  404. package/Build/Workers/chunk-RORZNBGJ.js +0 -299
  405. package/Build/Workers/chunk-RRBGLANL.js +0 -55
  406. package/Build/Workers/chunk-RT7PY6BH.js +0 -2719
  407. package/Build/Workers/chunk-RTJ6L5O4.js +0 -163
  408. package/Build/Workers/chunk-SAD42JSM.js +0 -102
  409. package/Build/Workers/chunk-SBR7MW44.js +0 -139
  410. package/Build/Workers/chunk-SCF2OVAZ.js +0 -219
  411. package/Build/Workers/chunk-SCNCHSTQ.js +0 -642
  412. package/Build/Workers/chunk-SFM3GNS2.js +0 -682
  413. package/Build/Workers/chunk-SG56ZOPD.js +0 -788
  414. package/Build/Workers/chunk-SHQEATE2.js +0 -1045
  415. package/Build/Workers/chunk-SJX7UJNW.js +0 -241
  416. package/Build/Workers/chunk-SKXE77AM.js +0 -139
  417. package/Build/Workers/chunk-SLYUIIFB.js +0 -455
  418. package/Build/Workers/chunk-SPL7JK6K.js +0 -1054
  419. package/Build/Workers/chunk-SPPYSEH2.js +0 -1460
  420. package/Build/Workers/chunk-SQSWONTJ.js +0 -241
  421. package/Build/Workers/chunk-SRLJWNU2.js +0 -368
  422. package/Build/Workers/chunk-SSE2O2SB.js +0 -1460
  423. package/Build/Workers/chunk-SX6GJD6B.js +0 -837
  424. package/Build/Workers/chunk-SXISWCV7.js +0 -58
  425. package/Build/Workers/chunk-SYCWSSRX.js +0 -1443
  426. package/Build/Workers/chunk-SZELHE7Q.js +0 -163
  427. package/Build/Workers/chunk-SZQC2TUH.js +0 -368
  428. package/Build/Workers/chunk-T4LDJBKR.js +0 -124
  429. package/Build/Workers/chunk-TAWVKT4B.js +0 -58
  430. package/Build/Workers/chunk-TBASKFFL.js +0 -124
  431. package/Build/Workers/chunk-TBEKWAR5.js +0 -73
  432. package/Build/Workers/chunk-TDGGEIZE.js +0 -398
  433. package/Build/Workers/chunk-TE277WT3.js +0 -280
  434. package/Build/Workers/chunk-TEZGNCXH.js +0 -8366
  435. package/Build/Workers/chunk-TFL2ZV77.js +0 -692
  436. package/Build/Workers/chunk-THWXTO7B.js +0 -57
  437. package/Build/Workers/chunk-TIQZUI5N.js +0 -44
  438. package/Build/Workers/chunk-TKJHRY4V.js +0 -511
  439. package/Build/Workers/chunk-TLXEQ5QY.js +0 -778
  440. package/Build/Workers/chunk-TQ63SH2Z.js +0 -352
  441. package/Build/Workers/chunk-TSNKYHSC.js +0 -305
  442. package/Build/Workers/chunk-TYQ7MNMK.js +0 -37
  443. package/Build/Workers/chunk-U267N6IJ.js +0 -299
  444. package/Build/Workers/chunk-U3VI26GL.js +0 -162
  445. package/Build/Workers/chunk-U77FLUQF.js +0 -368
  446. package/Build/Workers/chunk-UIMHSWDJ.js +0 -455
  447. package/Build/Workers/chunk-UIYQEJ5H.js +0 -1054
  448. package/Build/Workers/chunk-UJ72JOGF.js +0 -511
  449. package/Build/Workers/chunk-ULWO6TCN.js +0 -352
  450. package/Build/Workers/chunk-UO3AWZR3.js +0 -352
  451. package/Build/Workers/chunk-UQSQNTEF.js +0 -368
  452. package/Build/Workers/chunk-USWXYJRX.js +0 -1045
  453. package/Build/Workers/chunk-UTDSEOTC.js +0 -288
  454. package/Build/Workers/chunk-UTXXZ7XH.js +0 -940
  455. package/Build/Workers/chunk-UUKLWTJC.js +0 -2719
  456. package/Build/Workers/chunk-UY7I27VQ.js +0 -1800
  457. package/Build/Workers/chunk-UZXJSLDO.js +0 -3514
  458. package/Build/Workers/chunk-V2TRFTCU.js +0 -1317
  459. package/Build/Workers/chunk-V4I3IKAK.js +0 -1460
  460. package/Build/Workers/chunk-V7QHEF6O.js +0 -1317
  461. package/Build/Workers/chunk-VFC54WB7.js +0 -940
  462. package/Build/Workers/chunk-VG7NX64T.js +0 -37
  463. package/Build/Workers/chunk-VIMRGSM5.js +0 -256
  464. package/Build/Workers/chunk-VL4QTEZC.js +0 -138
  465. package/Build/Workers/chunk-VLB25GGE.js +0 -439
  466. package/Build/Workers/chunk-VP2OAU4C.js +0 -124
  467. package/Build/Workers/chunk-VVKDT4J7.js +0 -837
  468. package/Build/Workers/chunk-VXDOONLH.js +0 -162
  469. package/Build/Workers/chunk-W2EK42GB.js +0 -75
  470. package/Build/Workers/chunk-W2OMUTYA.js +0 -1800
  471. package/Build/Workers/chunk-W3LNGBJU.js +0 -44
  472. package/Build/Workers/chunk-W4DV7TAL.js +0 -8366
  473. package/Build/Workers/chunk-WDMHDACX.js +0 -1800
  474. package/Build/Workers/chunk-WF224D4A.js +0 -642
  475. package/Build/Workers/chunk-WFTPZ3ZX.js +0 -788
  476. package/Build/Workers/chunk-WHOEQFL4.js +0 -682
  477. package/Build/Workers/chunk-WLIQ26XU.js +0 -455
  478. package/Build/Workers/chunk-WOEPS2UA.js +0 -171
  479. package/Build/Workers/chunk-WWLWTSMV.js +0 -55
  480. package/Build/Workers/chunk-WX2ZANQC.js +0 -940
  481. package/Build/Workers/chunk-WZJEAPEP.js +0 -629
  482. package/Build/Workers/chunk-XEB4GEXW.js +0 -629
  483. package/Build/Workers/chunk-XFKTM6GN.js +0 -2058
  484. package/Build/Workers/chunk-XHGB5IOL.js +0 -1045
  485. package/Build/Workers/chunk-XHNWVOIJ.js +0 -219
  486. package/Build/Workers/chunk-XKBR7TJB.js +0 -398
  487. package/Build/Workers/chunk-XMIENZET.js +0 -256
  488. package/Build/Workers/chunk-XNKQLSHI.js +0 -629
  489. package/Build/Workers/chunk-XOXF37BU.js +0 -1317
  490. package/Build/Workers/chunk-XXD3TQVI.js +0 -837
  491. package/Build/Workers/chunk-XYRT4RDI.js +0 -1045
  492. package/Build/Workers/chunk-XZINQPR6.js +0 -124
  493. package/Build/Workers/chunk-XZN7KCY3.js +0 -1054
  494. package/Build/Workers/chunk-YC6PFDXQ.js +0 -8366
  495. package/Build/Workers/chunk-YCTK62TY.js +0 -1483
  496. package/Build/Workers/chunk-YFJB3US4.js +0 -102
  497. package/Build/Workers/chunk-YLKTSY65.js +0 -414
  498. package/Build/Workers/chunk-YLSZYTTO.js +0 -102
  499. package/Build/Workers/chunk-YMXATXRN.js +0 -57
  500. package/Build/Workers/chunk-YQXKIGXX.js +0 -414
  501. package/Build/Workers/chunk-YR3LX3PR.js +0 -497
  502. package/Build/Workers/chunk-YVRD2PO5.js +0 -124
  503. package/Build/Workers/chunk-YWPKCFKZ.js +0 -1443
  504. package/Build/Workers/chunk-YWSB7PZP.js +0 -511
  505. package/Build/Workers/chunk-Z24A5EMJ.js +0 -387
  506. package/Build/Workers/chunk-Z4IW5XUY.js +0 -788
  507. package/Build/Workers/chunk-Z5MHVJGN.js +0 -778
  508. package/Build/Workers/chunk-ZBRVFEGF.js +0 -256
  509. package/Build/Workers/chunk-ZCPCQJBX.js +0 -198
  510. package/Build/Workers/chunk-ZEEVOFG2.js +0 -256
  511. package/Build/Workers/chunk-ZFHCP7RN.js +0 -692
  512. package/Build/Workers/chunk-ZHHEFNHL.js +0 -37
  513. package/Build/Workers/chunk-ZI5GDNEV.js +0 -305
  514. package/Build/Workers/chunk-ZS7KQSEM.js +0 -439
  515. package/Build/Workers/chunk-ZVXETFPZ.js +0 -1067
  516. package/Build/Workers/chunk-ZXZTWDTN.js +0 -682
  517. package/Build/Workers/chunk-ZYTMDBCR.js +0 -1443
@@ -1,919 +1,919 @@
1
- import defined from "../../Core/defined.js";
2
- import Cartesian3 from "../../Core/Cartesian3.js";
3
- import Cartesian4 from "../../Core/Cartesian4.js";
4
- import Matrix3 from "../../Core/Matrix3.js";
5
- import ShaderDestination from "../../Renderer/ShaderDestination.js";
6
- import Pass from "../../Renderer/Pass.js";
7
- import MaterialStageFS from "../../Shaders/Model/MaterialStageFS.js";
8
- import AlphaMode from "../AlphaMode.js";
9
- import ModelComponents from "../ModelComponents.js";
10
- import VertexAttributeSemantic from "../VertexAttributeSemantic.js";
11
- import LightingModel from "./LightingModel.js";
12
- import ModelUtility from "./ModelUtility.js";
13
-
14
- const { Material, MetallicRoughness, SpecularGlossiness, Specular, Clearcoat } =
15
- ModelComponents;
16
-
17
- /**
18
- * The material pipeline stage processes textures and other uniforms needed
19
- * to render a primitive. This handles the following material types:
20
- * <ul>
21
- * <li>Basic glTF materials (PBR metallic roughness model)</li>
22
- * <li>The `KHR_materials_specular` glTF extension</li>
23
- * <li>The `KHR_materials_pbrSpecularGlossiness` glTF extension</li>
24
- * <li>The `KHR_materials_unlit` glTF extension</li>
25
- * </ul>
26
- *
27
- * @namespace MaterialPipelineStage
28
- *
29
- * @private
30
- */
31
- const MaterialPipelineStage = {
32
- name: "MaterialPipelineStage", // Helps with debugging
33
-
34
- // Expose some methods for testing
35
- _processTexture: processTexture,
36
- _processTextureTransform: processTextureTransform,
37
- };
38
-
39
- /**
40
- * Process a primitive. This modifies the following parts of the render
41
- * resources:
42
- * <ul>
43
- * <li>Modifies the shader to include the material processing stage</li>
44
- * <li>Modifies the shader to include additional uniforms for textures and other rendering details</li>
45
- * <li>Modifies the lighting options to set either PBR or unlit lighting</li>
46
- * <li>Sets the render state for back-face culling</li>
47
- * </ul>
48
- * @param {PrimitiveRenderResources} renderResources The render resources for the primitive
49
- * @param {ModelComponents.Primitive} primitive The primitive to be rendered
50
- * @param {FrameState} frameState The frame state.
51
- * @private
52
- */
53
- MaterialPipelineStage.process = function (
54
- renderResources,
55
- primitive,
56
- frameState,
57
- ) {
58
- // gltf-pipeline automatically creates a default material so this will always
59
- // be defined.
60
- const material = primitive.material;
61
- const { model, uniformMap, shaderBuilder } = renderResources;
62
-
63
- // Classification models only use position and feature ID attributes,
64
- // so textures should be disabled to avoid compile errors.
65
- const hasClassification = defined(model.classificationType);
66
- const disableTextures = hasClassification;
67
-
68
- // Collect the texture coordinate sets actually present in the geometry.
69
- // Some models reference a texture whose UV set (e.g. TEXCOORD_0) does not
70
- // exist on the mesh. If we still generate a `TEXCOORD_*` define for such a
71
- // texture, the fragment shader would reference an undeclared
72
- // `v_texCoord_n` varying and fail to compile, so those textures are skipped.
73
- const texCoordSets = new Set();
74
- const attributes = primitive.attributes;
75
- for (let i = 0; i < attributes.length; i++) {
76
- const attribute = attributes[i];
77
- if (
78
- attribute.semantic === VertexAttributeSemantic.TEXCOORD &&
79
- defined(attribute.setIndex)
80
- ) {
81
- texCoordSets.add(attribute.setIndex);
82
- }
83
- }
84
-
85
- // When textures are loaded incrementally, fall back to a default 1x1 texture
86
- const { defaultTexture, defaultNormalTexture, defaultEmissiveTexture } =
87
- frameState.context;
88
-
89
- processMaterialUniforms(
90
- material,
91
- uniformMap,
92
- shaderBuilder,
93
- defaultTexture,
94
- defaultNormalTexture,
95
- defaultEmissiveTexture,
96
- disableTextures,
97
- texCoordSets,
98
- );
99
-
100
- if (defined(material.specularGlossiness)) {
101
- processSpecularGlossinessUniforms(
102
- material.specularGlossiness,
103
- uniformMap,
104
- shaderBuilder,
105
- defaultTexture,
106
- disableTextures,
107
- texCoordSets,
108
- );
109
- } else {
110
- if (
111
- defined(material.specular) &&
112
- ModelUtility.supportedExtensions.KHR_materials_specular
113
- ) {
114
- processSpecularUniforms(
115
- material.specular,
116
- uniformMap,
117
- shaderBuilder,
118
- defaultTexture,
119
- disableTextures,
120
- texCoordSets,
121
- );
122
- }
123
- if (
124
- defined(material.anisotropy) &&
125
- ModelUtility.supportedExtensions.KHR_materials_anisotropy
126
- ) {
127
- processAnisotropyUniforms(
128
- material.anisotropy,
129
- uniformMap,
130
- shaderBuilder,
131
- defaultTexture,
132
- disableTextures,
133
- texCoordSets,
134
- );
135
- }
136
- if (
137
- defined(material.clearcoat) &&
138
- ModelUtility.supportedExtensions.KHR_materials_clearcoat
139
- ) {
140
- processClearcoatUniforms(
141
- material.clearcoat,
142
- uniformMap,
143
- shaderBuilder,
144
- defaultTexture,
145
- disableTextures,
146
- texCoordSets,
147
- );
148
- }
149
- processMetallicRoughnessUniforms(
150
- material.metallicRoughness,
151
- uniformMap,
152
- shaderBuilder,
153
- defaultTexture,
154
- disableTextures,
155
- texCoordSets,
156
- );
157
- }
158
-
159
- // If the primitive does not have normals, fall back to unlit lighting.
160
- const hasNormals = ModelUtility.getAttributeBySemantic(
161
- primitive,
162
- VertexAttributeSemantic.NORMAL,
163
- );
164
-
165
- // Disable PointCloud normals if the user explicitly turned them off.
166
- const disablePointCloudNormals =
167
- defined(model.pointCloudShading) && !model.pointCloudShading.normalShading;
168
-
169
- // Classification models will be rendered as unlit.
170
- const lightingOptions = renderResources.lightingOptions;
171
- if (
172
- material.unlit ||
173
- !hasNormals ||
174
- hasClassification ||
175
- disablePointCloudNormals
176
- ) {
177
- lightingOptions.lightingModel = LightingModel.UNLIT;
178
- } else {
179
- lightingOptions.lightingModel = LightingModel.PBR;
180
- }
181
-
182
- // Configure back-face culling
183
- const cull = model.backFaceCulling && !material.doubleSided;
184
- renderResources.renderStateOptions.cull.enabled = cull;
185
-
186
- const alphaOptions = renderResources.alphaOptions;
187
- if (material.alphaMode === AlphaMode.BLEND) {
188
- alphaOptions.pass = Pass.TRANSLUCENT;
189
- } else if (material.alphaMode === AlphaMode.MASK) {
190
- alphaOptions.alphaCutoff = material.alphaCutoff;
191
- }
192
-
193
- shaderBuilder.addFragmentLines(MaterialStageFS);
194
-
195
- if (material.doubleSided) {
196
- shaderBuilder.addDefine(
197
- "HAS_DOUBLE_SIDED_MATERIAL",
198
- undefined,
199
- ShaderDestination.BOTH,
200
- );
201
- }
202
- };
203
-
204
- /**
205
- * Process a single texture transformation and add it to the shader and uniform map.
206
- *
207
- * @param {ShaderBuilder} shaderBuilder The shader builder to modify
208
- * @param {Object<string, Function>} uniformMap The uniform map to modify.
209
- * @param {ModelComponents.TextureReader} textureReader The texture to add to the shader
210
- * @param {string} uniformName The name of the sampler uniform such as <code>u_baseColorTexture</code>
211
- * @param {string} defineName The name of the texture for use in the defines, minus any prefix or suffix. For example, "BASE_COLOR" or "EMISSIVE"
212
- *
213
- * @private
214
- */
215
- function processTextureTransform(
216
- shaderBuilder,
217
- uniformMap,
218
- textureReader,
219
- uniformName,
220
- defineName,
221
- ) {
222
- // Add a define to enable the texture transformation code in the shader.
223
- const transformDefine = `HAS_${defineName}_TEXTURE_TRANSFORM`;
224
- shaderBuilder.addDefine(
225
- transformDefine,
226
- undefined,
227
- ShaderDestination.FRAGMENT,
228
- );
229
-
230
- // Add a uniform for the transformation matrix
231
- const transformUniformName = `${uniformName}Transform`;
232
- shaderBuilder.addUniform(
233
- "mat3",
234
- transformUniformName,
235
- ShaderDestination.FRAGMENT,
236
- );
237
- uniformMap[transformUniformName] = function () {
238
- return textureReader.transform;
239
- };
240
- }
241
-
242
- /**
243
- * Process a single texture scale and add it to the shader and uniform map.
244
- *
245
- * @param {ShaderBuilder} shaderBuilder The shader builder to modify
246
- * @param {Object<string, Function>} uniformMap The uniform map to modify.
247
- * @param {ModelComponents.TextureReader} textureReader The texture to add to the shader
248
- * @param {string} uniformName The name of the sampler uniform such as <code>u_baseColorTexture</code>
249
- * @param {string} defineName The name of the texture for use in the defines, minus any prefix or suffix. For example, "BASE_COLOR" or "EMISSIVE"
250
- *
251
- * @private
252
- */
253
- function processTextureScale(
254
- shaderBuilder,
255
- uniformMap,
256
- textureReader,
257
- uniformName,
258
- defineName,
259
- ) {
260
- // Add a define to enable the texture transformation code in the shader.
261
- const transformDefine = `HAS_${defineName}_TEXTURE_SCALE`;
262
- shaderBuilder.addDefine(
263
- transformDefine,
264
- undefined,
265
- ShaderDestination.FRAGMENT,
266
- );
267
-
268
- // Add a uniform for the transformation matrix
269
- const scaleUniformName = `${uniformName}Scale`;
270
- shaderBuilder.addUniform(
271
- "float",
272
- scaleUniformName,
273
- ShaderDestination.FRAGMENT,
274
- );
275
- uniformMap[scaleUniformName] = function () {
276
- return textureReader.scale;
277
- };
278
- }
279
-
280
- /**
281
- * Process a single texture and add it to the shader and uniform map.
282
- *
283
- * @param {ShaderBuilder} shaderBuilder The shader builder to modify
284
- * @param {Object<string, Function>} uniformMap The uniform map to modify.
285
- * @param {ModelComponents.TextureReader} textureReader The texture to add to the shader
286
- * @param {string} uniformName The name of the sampler uniform such as <code>u_baseColorTexture</code>
287
- * @param {string} defineName The name of the texture for use in the defines, minus any prefix or suffix. For example, "BASE_COLOR" or "EMISSIVE"
288
- *
289
- * @private
290
- */
291
- function processTexture(
292
- shaderBuilder,
293
- uniformMap,
294
- textureReader,
295
- uniformName,
296
- defineName,
297
- defaultTexture,
298
- texCoordSets,
299
- ) {
300
- // If the texture references a texture coordinate set that is not present in
301
- // the geometry, skip it entirely. Otherwise the generated fragment shader
302
- // would use an undeclared `v_texCoord_n` varying and fail to compile.
303
- if (!texCoordSets.has(textureReader.texCoord)) {
304
- return;
305
- }
306
-
307
- // Add a uniform for the texture itself
308
- shaderBuilder.addUniform(
309
- "sampler2D",
310
- uniformName,
311
- ShaderDestination.FRAGMENT,
312
- );
313
- uniformMap[uniformName] = function () {
314
- return textureReader.texture ?? defaultTexture;
315
- };
316
-
317
- // Add a #define directive to enable using the texture in the shader
318
- const textureDefine = `HAS_${defineName}_TEXTURE`;
319
- shaderBuilder.addDefine(textureDefine, undefined, ShaderDestination.FRAGMENT);
320
-
321
- // Add a #define to tell the shader which texture coordinates varying to use.
322
- const texCoordIndex = textureReader.texCoord;
323
- const texCoordVarying = `v_texCoord_${texCoordIndex}`;
324
- const texCoordDefine = `TEXCOORD_${defineName}`;
325
- shaderBuilder.addDefine(
326
- texCoordDefine,
327
- texCoordVarying,
328
- ShaderDestination.FRAGMENT,
329
- );
330
-
331
- // Some textures have matrix transforms (e.g. for texture atlases). Add those
332
- // to the shader if present.
333
- const textureTransform = textureReader.transform;
334
- if (
335
- defined(textureTransform) &&
336
- !Matrix3.equals(textureTransform, Matrix3.IDENTITY)
337
- ) {
338
- processTextureTransform(
339
- shaderBuilder,
340
- uniformMap,
341
- textureReader,
342
- uniformName,
343
- defineName,
344
- );
345
- }
346
-
347
- const { scale } = textureReader;
348
- if (defined(scale) && scale !== 1.0) {
349
- processTextureScale(
350
- shaderBuilder,
351
- uniformMap,
352
- textureReader,
353
- uniformName,
354
- defineName,
355
- );
356
- }
357
- }
358
-
359
- function processMaterialUniforms(
360
- material,
361
- uniformMap,
362
- shaderBuilder,
363
- defaultTexture,
364
- defaultNormalTexture,
365
- defaultEmissiveTexture,
366
- disableTextures,
367
- texCoordSets,
368
- ) {
369
- const { emissiveFactor, emissiveTexture, normalTexture, occlusionTexture } =
370
- material;
371
-
372
- if (
373
- defined(emissiveFactor) &&
374
- !Cartesian3.equals(emissiveFactor, Material.DEFAULT_EMISSIVE_FACTOR)
375
- ) {
376
- shaderBuilder.addUniform(
377
- "vec3",
378
- "u_emissiveFactor",
379
- ShaderDestination.FRAGMENT,
380
- );
381
- uniformMap.u_emissiveFactor = function () {
382
- return material.emissiveFactor;
383
- };
384
- shaderBuilder.addDefine(
385
- "HAS_EMISSIVE_FACTOR",
386
- undefined,
387
- ShaderDestination.FRAGMENT,
388
- );
389
-
390
- if (defined(emissiveTexture) && !disableTextures) {
391
- processTexture(
392
- shaderBuilder,
393
- uniformMap,
394
- emissiveTexture,
395
- "u_emissiveTexture",
396
- "EMISSIVE",
397
- defaultEmissiveTexture,
398
- texCoordSets,
399
- );
400
- }
401
- }
402
-
403
- if (defined(normalTexture) && !disableTextures) {
404
- processTexture(
405
- shaderBuilder,
406
- uniformMap,
407
- normalTexture,
408
- "u_normalTexture",
409
- "NORMAL",
410
- defaultNormalTexture,
411
- texCoordSets,
412
- );
413
- }
414
-
415
- if (defined(occlusionTexture) && !disableTextures) {
416
- processTexture(
417
- shaderBuilder,
418
- uniformMap,
419
- occlusionTexture,
420
- "u_occlusionTexture",
421
- "OCCLUSION",
422
- defaultTexture,
423
- texCoordSets,
424
- );
425
- }
426
- }
427
-
428
- /**
429
- * Add uniforms and defines for the KHR_materials_pbrSpecularGlossiness extension
430
- *
431
- * @param {ModelComponents.SpecularGlossiness} specularGlossiness
432
- * @param {Object<string, Function>} uniformMap The uniform map to modify.
433
- * @param {ShaderBuilder} shaderBuilder
434
- * @param {Texture} defaultTexture
435
- * @param {boolean} disableTextures
436
- * @private
437
- */
438
- function processSpecularGlossinessUniforms(
439
- specularGlossiness,
440
- uniformMap,
441
- shaderBuilder,
442
- defaultTexture,
443
- disableTextures,
444
- texCoordSets,
445
- ) {
446
- const {
447
- diffuseTexture,
448
- diffuseFactor,
449
- specularGlossinessTexture,
450
- specularFactor,
451
- glossinessFactor,
452
- } = specularGlossiness;
453
-
454
- shaderBuilder.addDefine(
455
- "USE_SPECULAR_GLOSSINESS",
456
- undefined,
457
- ShaderDestination.FRAGMENT,
458
- );
459
-
460
- if (defined(diffuseTexture) && !disableTextures) {
461
- processTexture(
462
- shaderBuilder,
463
- uniformMap,
464
- diffuseTexture,
465
- "u_diffuseTexture",
466
- "DIFFUSE",
467
- defaultTexture,
468
- texCoordSets,
469
- );
470
- }
471
-
472
- if (
473
- defined(diffuseFactor) &&
474
- !Cartesian4.equals(diffuseFactor, SpecularGlossiness.DEFAULT_DIFFUSE_FACTOR)
475
- ) {
476
- shaderBuilder.addUniform(
477
- "vec4",
478
- "u_diffuseFactor",
479
- ShaderDestination.FRAGMENT,
480
- );
481
- uniformMap.u_diffuseFactor = function () {
482
- return specularGlossiness.diffuseFactor;
483
- };
484
- shaderBuilder.addDefine(
485
- "HAS_DIFFUSE_FACTOR",
486
- undefined,
487
- ShaderDestination.FRAGMENT,
488
- );
489
- }
490
-
491
- if (defined(specularGlossinessTexture) && !disableTextures) {
492
- processTexture(
493
- shaderBuilder,
494
- uniformMap,
495
- specularGlossinessTexture,
496
- "u_specularGlossinessTexture",
497
- "SPECULAR_GLOSSINESS",
498
- defaultTexture,
499
- texCoordSets,
500
- );
501
- }
502
-
503
- if (
504
- defined(specularFactor) &&
505
- !Cartesian3.equals(
506
- specularFactor,
507
- SpecularGlossiness.DEFAULT_SPECULAR_FACTOR,
508
- )
509
- ) {
510
- shaderBuilder.addUniform(
511
- "vec3",
512
- "u_legacySpecularFactor",
513
- ShaderDestination.FRAGMENT,
514
- );
515
- uniformMap.u_legacySpecularFactor = function () {
516
- return specularGlossiness.specularFactor;
517
- };
518
- shaderBuilder.addDefine(
519
- "HAS_LEGACY_SPECULAR_FACTOR",
520
- undefined,
521
- ShaderDestination.FRAGMENT,
522
- );
523
- }
524
-
525
- if (
526
- defined(glossinessFactor) &&
527
- glossinessFactor !== SpecularGlossiness.DEFAULT_GLOSSINESS_FACTOR
528
- ) {
529
- shaderBuilder.addUniform(
530
- "float",
531
- "u_glossinessFactor",
532
- ShaderDestination.FRAGMENT,
533
- );
534
- uniformMap.u_glossinessFactor = function () {
535
- return specularGlossiness.glossinessFactor;
536
- };
537
- shaderBuilder.addDefine(
538
- "HAS_GLOSSINESS_FACTOR",
539
- undefined,
540
- ShaderDestination.FRAGMENT,
541
- );
542
- }
543
- }
544
-
545
- /**
546
- * Add uniforms and defines for the KHR_materials_specular extension
547
- *
548
- * @param {ModelComponents.Specular} specular
549
- * @param {Object<string, Function>} uniformMap The uniform map to modify.
550
- * @param {ShaderBuilder} shaderBuilder
551
- * @param {Texture} defaultTexture
552
- * @param {boolean} disableTextures
553
- * @private
554
- */
555
- function processSpecularUniforms(
556
- specular,
557
- uniformMap,
558
- shaderBuilder,
559
- defaultTexture,
560
- disableTextures,
561
- texCoordSets,
562
- ) {
563
- const {
564
- specularTexture,
565
- specularFactor,
566
- specularColorTexture,
567
- specularColorFactor,
568
- } = specular;
569
-
570
- shaderBuilder.addDefine(
571
- "USE_SPECULAR",
572
- undefined,
573
- ShaderDestination.FRAGMENT,
574
- );
575
-
576
- if (defined(specularTexture) && !disableTextures) {
577
- processTexture(
578
- shaderBuilder,
579
- uniformMap,
580
- specularTexture,
581
- "u_specularTexture",
582
- "SPECULAR",
583
- defaultTexture,
584
- texCoordSets,
585
- );
586
- }
587
-
588
- if (
589
- defined(specularFactor) &&
590
- specularFactor !== Specular.DEFAULT_SPECULAR_FACTOR
591
- ) {
592
- shaderBuilder.addUniform(
593
- "float",
594
- "u_specularFactor",
595
- ShaderDestination.FRAGMENT,
596
- );
597
- uniformMap.u_specularFactor = function () {
598
- return specular.specularFactor;
599
- };
600
- shaderBuilder.addDefine(
601
- "HAS_SPECULAR_FACTOR",
602
- undefined,
603
- ShaderDestination.FRAGMENT,
604
- );
605
- }
606
-
607
- if (defined(specularColorTexture) && !disableTextures) {
608
- processTexture(
609
- shaderBuilder,
610
- uniformMap,
611
- specularColorTexture,
612
- "u_specularColorTexture",
613
- "SPECULAR_COLOR",
614
- defaultTexture,
615
- texCoordSets,
616
- );
617
- }
618
-
619
- if (
620
- defined(specularColorFactor) &&
621
- !Cartesian3.equals(
622
- specularColorFactor,
623
- Specular.DEFAULT_SPECULAR_COLOR_FACTOR,
624
- )
625
- ) {
626
- shaderBuilder.addUniform(
627
- "vec3",
628
- "u_specularColorFactor",
629
- ShaderDestination.FRAGMENT,
630
- );
631
- uniformMap.u_specularColorFactor = function () {
632
- return specular.specularColorFactor;
633
- };
634
- shaderBuilder.addDefine(
635
- "HAS_SPECULAR_COLOR_FACTOR",
636
- undefined,
637
- ShaderDestination.FRAGMENT,
638
- );
639
- }
640
- }
641
-
642
- const scratchAnisotropy = new Cartesian3();
643
-
644
- /**
645
- * Add uniforms and defines for the KHR_materials_anisotropy extension
646
- *
647
- * @param {ModelComponents.Anisotropy} anisotropy
648
- * @param {Object<string, Function>} uniformMap The uniform map to modify.
649
- * @param {ShaderBuilder} shaderBuilder
650
- * @param {Texture} defaultTexture
651
- * @param {boolean} disableTextures
652
- * @private
653
- */
654
- function processAnisotropyUniforms(
655
- anisotropy,
656
- uniformMap,
657
- shaderBuilder,
658
- defaultTexture,
659
- disableTextures,
660
- texCoordSets,
661
- ) {
662
- const { anisotropyStrength, anisotropyRotation, anisotropyTexture } =
663
- anisotropy;
664
-
665
- shaderBuilder.addDefine(
666
- "USE_ANISOTROPY",
667
- undefined,
668
- ShaderDestination.FRAGMENT,
669
- );
670
-
671
- if (defined(anisotropyTexture) && !disableTextures) {
672
- processTexture(
673
- shaderBuilder,
674
- uniformMap,
675
- anisotropyTexture,
676
- "u_anisotropyTexture",
677
- "ANISOTROPY",
678
- defaultTexture,
679
- texCoordSets,
680
- );
681
- }
682
-
683
- // Pre-compute cos and sin of rotation, since they are the same for all fragments.
684
- // Combine with strength as one vec3 uniform.
685
- const cosRotation = Math.cos(anisotropyRotation);
686
- const sinRotation = Math.sin(anisotropyRotation);
687
- shaderBuilder.addUniform("vec3", "u_anisotropy", ShaderDestination.FRAGMENT);
688
- uniformMap.u_anisotropy = function () {
689
- return Cartesian3.fromElements(
690
- cosRotation,
691
- sinRotation,
692
- anisotropyStrength,
693
- scratchAnisotropy,
694
- );
695
- };
696
- }
697
-
698
- /**
699
- * Add uniforms and defines for the KHR_materials_clearcoat extension
700
- *
701
- * @param {ModelComponents.Clearcoat} clearcoat
702
- * @param {Object<string, Function>} uniformMap The uniform map to modify.
703
- * @param {ShaderBuilder} shaderBuilder
704
- * @param {Texture} defaultTexture
705
- * @param {boolean} disableTextures
706
- * @private
707
- */
708
- function processClearcoatUniforms(
709
- clearcoat,
710
- uniformMap,
711
- shaderBuilder,
712
- defaultTexture,
713
- disableTextures,
714
- texCoordSets,
715
- ) {
716
- const {
717
- clearcoatFactor,
718
- clearcoatTexture,
719
- clearcoatRoughnessFactor,
720
- clearcoatRoughnessTexture,
721
- clearcoatNormalTexture,
722
- } = clearcoat;
723
-
724
- shaderBuilder.addDefine(
725
- "USE_CLEARCOAT",
726
- undefined,
727
- ShaderDestination.FRAGMENT,
728
- );
729
-
730
- if (
731
- defined(clearcoatFactor) &&
732
- clearcoatFactor !== Clearcoat.DEFAULT_CLEARCOAT_FACTOR
733
- ) {
734
- shaderBuilder.addUniform(
735
- "float",
736
- "u_clearcoatFactor",
737
- ShaderDestination.FRAGMENT,
738
- );
739
- uniformMap.u_clearcoatFactor = function () {
740
- return clearcoat.clearcoatFactor;
741
- };
742
- shaderBuilder.addDefine(
743
- "HAS_CLEARCOAT_FACTOR",
744
- undefined,
745
- ShaderDestination.FRAGMENT,
746
- );
747
- }
748
-
749
- if (defined(clearcoatTexture) && !disableTextures) {
750
- processTexture(
751
- shaderBuilder,
752
- uniformMap,
753
- clearcoatTexture,
754
- "u_clearcoatTexture",
755
- "CLEARCOAT",
756
- defaultTexture,
757
- texCoordSets,
758
- );
759
- }
760
-
761
- if (
762
- defined(clearcoatRoughnessFactor) &&
763
- clearcoatFactor !== Clearcoat.DEFAULT_CLEARCOAT_ROUGHNESS_FACTOR
764
- ) {
765
- shaderBuilder.addUniform(
766
- "float",
767
- "u_clearcoatRoughnessFactor",
768
- ShaderDestination.FRAGMENT,
769
- );
770
- uniformMap.u_clearcoatRoughnessFactor = function () {
771
- return clearcoat.clearcoatRoughnessFactor;
772
- };
773
- shaderBuilder.addDefine(
774
- "HAS_CLEARCOAT_ROUGHNESS_FACTOR",
775
- undefined,
776
- ShaderDestination.FRAGMENT,
777
- );
778
- }
779
-
780
- if (defined(clearcoatRoughnessTexture) && !disableTextures) {
781
- processTexture(
782
- shaderBuilder,
783
- uniformMap,
784
- clearcoatRoughnessTexture,
785
- "u_clearcoatRoughnessTexture",
786
- "CLEARCOAT_ROUGHNESS",
787
- defaultTexture,
788
- texCoordSets,
789
- );
790
- }
791
-
792
- if (defined(clearcoatNormalTexture) && !disableTextures) {
793
- processTexture(
794
- shaderBuilder,
795
- uniformMap,
796
- clearcoatNormalTexture,
797
- "u_clearcoatNormalTexture",
798
- "CLEARCOAT_NORMAL",
799
- defaultTexture,
800
- texCoordSets,
801
- );
802
- }
803
- }
804
-
805
- /**
806
- * Add uniforms and defines for the PBR metallic roughness model
807
- *
808
- * @param {ModelComponents.MetallicRoughness} metallicRoughness
809
- * @param {Object<string, Function>} uniformMap The uniform map to modify.
810
- * @param {ShaderBuilder} shaderBuilder
811
- * @param {Texture} defaultTexture
812
- * @param {boolean} disableTextures
813
- * @private
814
- */
815
- function processMetallicRoughnessUniforms(
816
- metallicRoughness,
817
- uniformMap,
818
- shaderBuilder,
819
- defaultTexture,
820
- disableTextures,
821
- texCoordSets,
822
- ) {
823
- shaderBuilder.addDefine(
824
- "USE_METALLIC_ROUGHNESS",
825
- undefined,
826
- ShaderDestination.FRAGMENT,
827
- );
828
-
829
- const baseColorTexture = metallicRoughness.baseColorTexture;
830
- if (defined(baseColorTexture) && !disableTextures) {
831
- processTexture(
832
- shaderBuilder,
833
- uniformMap,
834
- baseColorTexture,
835
- "u_baseColorTexture",
836
- "BASE_COLOR",
837
- defaultTexture,
838
- texCoordSets,
839
- );
840
- }
841
-
842
- const baseColorFactor = metallicRoughness.baseColorFactor;
843
- if (
844
- defined(baseColorFactor) &&
845
- !Cartesian4.equals(
846
- baseColorFactor,
847
- MetallicRoughness.DEFAULT_BASE_COLOR_FACTOR,
848
- )
849
- ) {
850
- shaderBuilder.addUniform(
851
- "vec4",
852
- "u_baseColorFactor",
853
- ShaderDestination.FRAGMENT,
854
- );
855
- uniformMap.u_baseColorFactor = function () {
856
- return metallicRoughness.baseColorFactor;
857
- };
858
- shaderBuilder.addDefine(
859
- "HAS_BASE_COLOR_FACTOR",
860
- undefined,
861
- ShaderDestination.FRAGMENT,
862
- );
863
- }
864
-
865
- const metallicRoughnessTexture = metallicRoughness.metallicRoughnessTexture;
866
- if (defined(metallicRoughnessTexture) && !disableTextures) {
867
- processTexture(
868
- shaderBuilder,
869
- uniformMap,
870
- metallicRoughnessTexture,
871
- "u_metallicRoughnessTexture",
872
- "METALLIC_ROUGHNESS",
873
- defaultTexture,
874
- texCoordSets,
875
- );
876
- }
877
-
878
- const metallicFactor = metallicRoughness.metallicFactor;
879
- if (
880
- defined(metallicFactor) &&
881
- metallicFactor !== MetallicRoughness.DEFAULT_METALLIC_FACTOR
882
- ) {
883
- shaderBuilder.addUniform(
884
- "float",
885
- "u_metallicFactor",
886
- ShaderDestination.FRAGMENT,
887
- );
888
- uniformMap.u_metallicFactor = function () {
889
- return metallicRoughness.metallicFactor;
890
- };
891
- shaderBuilder.addDefine(
892
- "HAS_METALLIC_FACTOR",
893
- undefined,
894
- ShaderDestination.FRAGMENT,
895
- );
896
- }
897
-
898
- const roughnessFactor = metallicRoughness.roughnessFactor;
899
- if (
900
- defined(roughnessFactor) &&
901
- roughnessFactor !== MetallicRoughness.DEFAULT_ROUGHNESS_FACTOR
902
- ) {
903
- shaderBuilder.addUniform(
904
- "float",
905
- "u_roughnessFactor",
906
- ShaderDestination.FRAGMENT,
907
- );
908
- uniformMap.u_roughnessFactor = function () {
909
- return metallicRoughness.roughnessFactor;
910
- };
911
- shaderBuilder.addDefine(
912
- "HAS_ROUGHNESS_FACTOR",
913
- undefined,
914
- ShaderDestination.FRAGMENT,
915
- );
916
- }
917
- }
918
-
919
- export default MaterialPipelineStage;
1
+ import defined from "../../Core/defined.js";
2
+ import Cartesian3 from "../../Core/Cartesian3.js";
3
+ import Cartesian4 from "../../Core/Cartesian4.js";
4
+ import Matrix3 from "../../Core/Matrix3.js";
5
+ import ShaderDestination from "../../Renderer/ShaderDestination.js";
6
+ import Pass from "../../Renderer/Pass.js";
7
+ import MaterialStageFS from "../../Shaders/Model/MaterialStageFS.js";
8
+ import AlphaMode from "../AlphaMode.js";
9
+ import ModelComponents from "../ModelComponents.js";
10
+ import VertexAttributeSemantic from "../VertexAttributeSemantic.js";
11
+ import LightingModel from "./LightingModel.js";
12
+ import ModelUtility from "./ModelUtility.js";
13
+
14
+ const { Material, MetallicRoughness, SpecularGlossiness, Specular, Clearcoat } =
15
+ ModelComponents;
16
+
17
+ /**
18
+ * The material pipeline stage processes textures and other uniforms needed
19
+ * to render a primitive. This handles the following material types:
20
+ * <ul>
21
+ * <li>Basic glTF materials (PBR metallic roughness model)</li>
22
+ * <li>The `KHR_materials_specular` glTF extension</li>
23
+ * <li>The `KHR_materials_pbrSpecularGlossiness` glTF extension</li>
24
+ * <li>The `KHR_materials_unlit` glTF extension</li>
25
+ * </ul>
26
+ *
27
+ * @namespace MaterialPipelineStage
28
+ *
29
+ * @private
30
+ */
31
+ const MaterialPipelineStage = {
32
+ name: "MaterialPipelineStage", // Helps with debugging
33
+
34
+ // Expose some methods for testing
35
+ _processTexture: processTexture,
36
+ _processTextureTransform: processTextureTransform,
37
+ };
38
+
39
+ /**
40
+ * Process a primitive. This modifies the following parts of the render
41
+ * resources:
42
+ * <ul>
43
+ * <li>Modifies the shader to include the material processing stage</li>
44
+ * <li>Modifies the shader to include additional uniforms for textures and other rendering details</li>
45
+ * <li>Modifies the lighting options to set either PBR or unlit lighting</li>
46
+ * <li>Sets the render state for back-face culling</li>
47
+ * </ul>
48
+ * @param {PrimitiveRenderResources} renderResources The render resources for the primitive
49
+ * @param {ModelComponents.Primitive} primitive The primitive to be rendered
50
+ * @param {FrameState} frameState The frame state.
51
+ * @private
52
+ */
53
+ MaterialPipelineStage.process = function (
54
+ renderResources,
55
+ primitive,
56
+ frameState,
57
+ ) {
58
+ // gltf-pipeline automatically creates a default material so this will always
59
+ // be defined.
60
+ const material = primitive.material;
61
+ const { model, uniformMap, shaderBuilder } = renderResources;
62
+
63
+ // Classification models only use position and feature ID attributes,
64
+ // so textures should be disabled to avoid compile errors.
65
+ const hasClassification = defined(model.classificationType);
66
+ const disableTextures = hasClassification;
67
+
68
+ // Collect the texture coordinate sets actually present in the geometry.
69
+ // Some models reference a texture whose UV set (e.g. TEXCOORD_0) does not
70
+ // exist on the mesh. If we still generate a `TEXCOORD_*` define for such a
71
+ // texture, the fragment shader would reference an undeclared
72
+ // `v_texCoord_n` varying and fail to compile, so those textures are skipped.
73
+ const texCoordSets = new Set();
74
+ const attributes = primitive.attributes;
75
+ for (let i = 0; i < attributes.length; i++) {
76
+ const attribute = attributes[i];
77
+ if (
78
+ attribute.semantic === VertexAttributeSemantic.TEXCOORD &&
79
+ defined(attribute.setIndex)
80
+ ) {
81
+ texCoordSets.add(attribute.setIndex);
82
+ }
83
+ }
84
+
85
+ // When textures are loaded incrementally, fall back to a default 1x1 texture
86
+ const { defaultTexture, defaultNormalTexture, defaultEmissiveTexture } =
87
+ frameState.context;
88
+
89
+ processMaterialUniforms(
90
+ material,
91
+ uniformMap,
92
+ shaderBuilder,
93
+ defaultTexture,
94
+ defaultNormalTexture,
95
+ defaultEmissiveTexture,
96
+ disableTextures,
97
+ texCoordSets,
98
+ );
99
+
100
+ if (defined(material.specularGlossiness)) {
101
+ processSpecularGlossinessUniforms(
102
+ material.specularGlossiness,
103
+ uniformMap,
104
+ shaderBuilder,
105
+ defaultTexture,
106
+ disableTextures,
107
+ texCoordSets,
108
+ );
109
+ } else {
110
+ if (
111
+ defined(material.specular) &&
112
+ ModelUtility.supportedExtensions.KHR_materials_specular
113
+ ) {
114
+ processSpecularUniforms(
115
+ material.specular,
116
+ uniformMap,
117
+ shaderBuilder,
118
+ defaultTexture,
119
+ disableTextures,
120
+ texCoordSets,
121
+ );
122
+ }
123
+ if (
124
+ defined(material.anisotropy) &&
125
+ ModelUtility.supportedExtensions.KHR_materials_anisotropy
126
+ ) {
127
+ processAnisotropyUniforms(
128
+ material.anisotropy,
129
+ uniformMap,
130
+ shaderBuilder,
131
+ defaultTexture,
132
+ disableTextures,
133
+ texCoordSets,
134
+ );
135
+ }
136
+ if (
137
+ defined(material.clearcoat) &&
138
+ ModelUtility.supportedExtensions.KHR_materials_clearcoat
139
+ ) {
140
+ processClearcoatUniforms(
141
+ material.clearcoat,
142
+ uniformMap,
143
+ shaderBuilder,
144
+ defaultTexture,
145
+ disableTextures,
146
+ texCoordSets,
147
+ );
148
+ }
149
+ processMetallicRoughnessUniforms(
150
+ material.metallicRoughness,
151
+ uniformMap,
152
+ shaderBuilder,
153
+ defaultTexture,
154
+ disableTextures,
155
+ texCoordSets,
156
+ );
157
+ }
158
+
159
+ // If the primitive does not have normals, fall back to unlit lighting.
160
+ const hasNormals = ModelUtility.getAttributeBySemantic(
161
+ primitive,
162
+ VertexAttributeSemantic.NORMAL,
163
+ );
164
+
165
+ // Disable PointCloud normals if the user explicitly turned them off.
166
+ const disablePointCloudNormals =
167
+ defined(model.pointCloudShading) && !model.pointCloudShading.normalShading;
168
+
169
+ // Classification models will be rendered as unlit.
170
+ const lightingOptions = renderResources.lightingOptions;
171
+ if (
172
+ material.unlit ||
173
+ !hasNormals ||
174
+ hasClassification ||
175
+ disablePointCloudNormals
176
+ ) {
177
+ lightingOptions.lightingModel = LightingModel.UNLIT;
178
+ } else {
179
+ lightingOptions.lightingModel = LightingModel.PBR;
180
+ }
181
+
182
+ // Configure back-face culling
183
+ const cull = model.backFaceCulling && !material.doubleSided;
184
+ renderResources.renderStateOptions.cull.enabled = cull;
185
+
186
+ const alphaOptions = renderResources.alphaOptions;
187
+ if (material.alphaMode === AlphaMode.BLEND) {
188
+ alphaOptions.pass = Pass.TRANSLUCENT;
189
+ } else if (material.alphaMode === AlphaMode.MASK) {
190
+ alphaOptions.alphaCutoff = material.alphaCutoff;
191
+ }
192
+
193
+ shaderBuilder.addFragmentLines(MaterialStageFS);
194
+
195
+ if (material.doubleSided) {
196
+ shaderBuilder.addDefine(
197
+ "HAS_DOUBLE_SIDED_MATERIAL",
198
+ undefined,
199
+ ShaderDestination.BOTH,
200
+ );
201
+ }
202
+ };
203
+
204
+ /**
205
+ * Process a single texture transformation and add it to the shader and uniform map.
206
+ *
207
+ * @param {ShaderBuilder} shaderBuilder The shader builder to modify
208
+ * @param {Object<string, Function>} uniformMap The uniform map to modify.
209
+ * @param {ModelComponents.TextureReader} textureReader The texture to add to the shader
210
+ * @param {string} uniformName The name of the sampler uniform such as <code>u_baseColorTexture</code>
211
+ * @param {string} defineName The name of the texture for use in the defines, minus any prefix or suffix. For example, "BASE_COLOR" or "EMISSIVE"
212
+ *
213
+ * @private
214
+ */
215
+ function processTextureTransform(
216
+ shaderBuilder,
217
+ uniformMap,
218
+ textureReader,
219
+ uniformName,
220
+ defineName,
221
+ ) {
222
+ // Add a define to enable the texture transformation code in the shader.
223
+ const transformDefine = `HAS_${defineName}_TEXTURE_TRANSFORM`;
224
+ shaderBuilder.addDefine(
225
+ transformDefine,
226
+ undefined,
227
+ ShaderDestination.FRAGMENT,
228
+ );
229
+
230
+ // Add a uniform for the transformation matrix
231
+ const transformUniformName = `${uniformName}Transform`;
232
+ shaderBuilder.addUniform(
233
+ "mat3",
234
+ transformUniformName,
235
+ ShaderDestination.FRAGMENT,
236
+ );
237
+ uniformMap[transformUniformName] = function () {
238
+ return textureReader.transform;
239
+ };
240
+ }
241
+
242
+ /**
243
+ * Process a single texture scale and add it to the shader and uniform map.
244
+ *
245
+ * @param {ShaderBuilder} shaderBuilder The shader builder to modify
246
+ * @param {Object<string, Function>} uniformMap The uniform map to modify.
247
+ * @param {ModelComponents.TextureReader} textureReader The texture to add to the shader
248
+ * @param {string} uniformName The name of the sampler uniform such as <code>u_baseColorTexture</code>
249
+ * @param {string} defineName The name of the texture for use in the defines, minus any prefix or suffix. For example, "BASE_COLOR" or "EMISSIVE"
250
+ *
251
+ * @private
252
+ */
253
+ function processTextureScale(
254
+ shaderBuilder,
255
+ uniformMap,
256
+ textureReader,
257
+ uniformName,
258
+ defineName,
259
+ ) {
260
+ // Add a define to enable the texture transformation code in the shader.
261
+ const transformDefine = `HAS_${defineName}_TEXTURE_SCALE`;
262
+ shaderBuilder.addDefine(
263
+ transformDefine,
264
+ undefined,
265
+ ShaderDestination.FRAGMENT,
266
+ );
267
+
268
+ // Add a uniform for the transformation matrix
269
+ const scaleUniformName = `${uniformName}Scale`;
270
+ shaderBuilder.addUniform(
271
+ "float",
272
+ scaleUniformName,
273
+ ShaderDestination.FRAGMENT,
274
+ );
275
+ uniformMap[scaleUniformName] = function () {
276
+ return textureReader.scale;
277
+ };
278
+ }
279
+
280
+ /**
281
+ * Process a single texture and add it to the shader and uniform map.
282
+ *
283
+ * @param {ShaderBuilder} shaderBuilder The shader builder to modify
284
+ * @param {Object<string, Function>} uniformMap The uniform map to modify.
285
+ * @param {ModelComponents.TextureReader} textureReader The texture to add to the shader
286
+ * @param {string} uniformName The name of the sampler uniform such as <code>u_baseColorTexture</code>
287
+ * @param {string} defineName The name of the texture for use in the defines, minus any prefix or suffix. For example, "BASE_COLOR" or "EMISSIVE"
288
+ *
289
+ * @private
290
+ */
291
+ function processTexture(
292
+ shaderBuilder,
293
+ uniformMap,
294
+ textureReader,
295
+ uniformName,
296
+ defineName,
297
+ defaultTexture,
298
+ texCoordSets,
299
+ ) {
300
+ // If the texture references a texture coordinate set that is not present in
301
+ // the geometry, skip it entirely. Otherwise the generated fragment shader
302
+ // would use an undeclared `v_texCoord_n` varying and fail to compile.
303
+ if (!texCoordSets.has(textureReader.texCoord)) {
304
+ return;
305
+ }
306
+
307
+ // Add a uniform for the texture itself
308
+ shaderBuilder.addUniform(
309
+ "sampler2D",
310
+ uniformName,
311
+ ShaderDestination.FRAGMENT,
312
+ );
313
+ uniformMap[uniformName] = function () {
314
+ return textureReader.texture ?? defaultTexture;
315
+ };
316
+
317
+ // Add a #define directive to enable using the texture in the shader
318
+ const textureDefine = `HAS_${defineName}_TEXTURE`;
319
+ shaderBuilder.addDefine(textureDefine, undefined, ShaderDestination.FRAGMENT);
320
+
321
+ // Add a #define to tell the shader which texture coordinates varying to use.
322
+ const texCoordIndex = textureReader.texCoord;
323
+ const texCoordVarying = `v_texCoord_${texCoordIndex}`;
324
+ const texCoordDefine = `TEXCOORD_${defineName}`;
325
+ shaderBuilder.addDefine(
326
+ texCoordDefine,
327
+ texCoordVarying,
328
+ ShaderDestination.FRAGMENT,
329
+ );
330
+
331
+ // Some textures have matrix transforms (e.g. for texture atlases). Add those
332
+ // to the shader if present.
333
+ const textureTransform = textureReader.transform;
334
+ if (
335
+ defined(textureTransform) &&
336
+ !Matrix3.equals(textureTransform, Matrix3.IDENTITY)
337
+ ) {
338
+ processTextureTransform(
339
+ shaderBuilder,
340
+ uniformMap,
341
+ textureReader,
342
+ uniformName,
343
+ defineName,
344
+ );
345
+ }
346
+
347
+ const { scale } = textureReader;
348
+ if (defined(scale) && scale !== 1.0) {
349
+ processTextureScale(
350
+ shaderBuilder,
351
+ uniformMap,
352
+ textureReader,
353
+ uniformName,
354
+ defineName,
355
+ );
356
+ }
357
+ }
358
+
359
+ function processMaterialUniforms(
360
+ material,
361
+ uniformMap,
362
+ shaderBuilder,
363
+ defaultTexture,
364
+ defaultNormalTexture,
365
+ defaultEmissiveTexture,
366
+ disableTextures,
367
+ texCoordSets,
368
+ ) {
369
+ const { emissiveFactor, emissiveTexture, normalTexture, occlusionTexture } =
370
+ material;
371
+
372
+ if (
373
+ defined(emissiveFactor) &&
374
+ !Cartesian3.equals(emissiveFactor, Material.DEFAULT_EMISSIVE_FACTOR)
375
+ ) {
376
+ shaderBuilder.addUniform(
377
+ "vec3",
378
+ "u_emissiveFactor",
379
+ ShaderDestination.FRAGMENT,
380
+ );
381
+ uniformMap.u_emissiveFactor = function () {
382
+ return material.emissiveFactor;
383
+ };
384
+ shaderBuilder.addDefine(
385
+ "HAS_EMISSIVE_FACTOR",
386
+ undefined,
387
+ ShaderDestination.FRAGMENT,
388
+ );
389
+
390
+ if (defined(emissiveTexture) && !disableTextures) {
391
+ processTexture(
392
+ shaderBuilder,
393
+ uniformMap,
394
+ emissiveTexture,
395
+ "u_emissiveTexture",
396
+ "EMISSIVE",
397
+ defaultEmissiveTexture,
398
+ texCoordSets,
399
+ );
400
+ }
401
+ }
402
+
403
+ if (defined(normalTexture) && !disableTextures) {
404
+ processTexture(
405
+ shaderBuilder,
406
+ uniformMap,
407
+ normalTexture,
408
+ "u_normalTexture",
409
+ "NORMAL",
410
+ defaultNormalTexture,
411
+ texCoordSets,
412
+ );
413
+ }
414
+
415
+ if (defined(occlusionTexture) && !disableTextures) {
416
+ processTexture(
417
+ shaderBuilder,
418
+ uniformMap,
419
+ occlusionTexture,
420
+ "u_occlusionTexture",
421
+ "OCCLUSION",
422
+ defaultTexture,
423
+ texCoordSets,
424
+ );
425
+ }
426
+ }
427
+
428
+ /**
429
+ * Add uniforms and defines for the KHR_materials_pbrSpecularGlossiness extension
430
+ *
431
+ * @param {ModelComponents.SpecularGlossiness} specularGlossiness
432
+ * @param {Object<string, Function>} uniformMap The uniform map to modify.
433
+ * @param {ShaderBuilder} shaderBuilder
434
+ * @param {Texture} defaultTexture
435
+ * @param {boolean} disableTextures
436
+ * @private
437
+ */
438
+ function processSpecularGlossinessUniforms(
439
+ specularGlossiness,
440
+ uniformMap,
441
+ shaderBuilder,
442
+ defaultTexture,
443
+ disableTextures,
444
+ texCoordSets,
445
+ ) {
446
+ const {
447
+ diffuseTexture,
448
+ diffuseFactor,
449
+ specularGlossinessTexture,
450
+ specularFactor,
451
+ glossinessFactor,
452
+ } = specularGlossiness;
453
+
454
+ shaderBuilder.addDefine(
455
+ "USE_SPECULAR_GLOSSINESS",
456
+ undefined,
457
+ ShaderDestination.FRAGMENT,
458
+ );
459
+
460
+ if (defined(diffuseTexture) && !disableTextures) {
461
+ processTexture(
462
+ shaderBuilder,
463
+ uniformMap,
464
+ diffuseTexture,
465
+ "u_diffuseTexture",
466
+ "DIFFUSE",
467
+ defaultTexture,
468
+ texCoordSets,
469
+ );
470
+ }
471
+
472
+ if (
473
+ defined(diffuseFactor) &&
474
+ !Cartesian4.equals(diffuseFactor, SpecularGlossiness.DEFAULT_DIFFUSE_FACTOR)
475
+ ) {
476
+ shaderBuilder.addUniform(
477
+ "vec4",
478
+ "u_diffuseFactor",
479
+ ShaderDestination.FRAGMENT,
480
+ );
481
+ uniformMap.u_diffuseFactor = function () {
482
+ return specularGlossiness.diffuseFactor;
483
+ };
484
+ shaderBuilder.addDefine(
485
+ "HAS_DIFFUSE_FACTOR",
486
+ undefined,
487
+ ShaderDestination.FRAGMENT,
488
+ );
489
+ }
490
+
491
+ if (defined(specularGlossinessTexture) && !disableTextures) {
492
+ processTexture(
493
+ shaderBuilder,
494
+ uniformMap,
495
+ specularGlossinessTexture,
496
+ "u_specularGlossinessTexture",
497
+ "SPECULAR_GLOSSINESS",
498
+ defaultTexture,
499
+ texCoordSets,
500
+ );
501
+ }
502
+
503
+ if (
504
+ defined(specularFactor) &&
505
+ !Cartesian3.equals(
506
+ specularFactor,
507
+ SpecularGlossiness.DEFAULT_SPECULAR_FACTOR,
508
+ )
509
+ ) {
510
+ shaderBuilder.addUniform(
511
+ "vec3",
512
+ "u_legacySpecularFactor",
513
+ ShaderDestination.FRAGMENT,
514
+ );
515
+ uniformMap.u_legacySpecularFactor = function () {
516
+ return specularGlossiness.specularFactor;
517
+ };
518
+ shaderBuilder.addDefine(
519
+ "HAS_LEGACY_SPECULAR_FACTOR",
520
+ undefined,
521
+ ShaderDestination.FRAGMENT,
522
+ );
523
+ }
524
+
525
+ if (
526
+ defined(glossinessFactor) &&
527
+ glossinessFactor !== SpecularGlossiness.DEFAULT_GLOSSINESS_FACTOR
528
+ ) {
529
+ shaderBuilder.addUniform(
530
+ "float",
531
+ "u_glossinessFactor",
532
+ ShaderDestination.FRAGMENT,
533
+ );
534
+ uniformMap.u_glossinessFactor = function () {
535
+ return specularGlossiness.glossinessFactor;
536
+ };
537
+ shaderBuilder.addDefine(
538
+ "HAS_GLOSSINESS_FACTOR",
539
+ undefined,
540
+ ShaderDestination.FRAGMENT,
541
+ );
542
+ }
543
+ }
544
+
545
+ /**
546
+ * Add uniforms and defines for the KHR_materials_specular extension
547
+ *
548
+ * @param {ModelComponents.Specular} specular
549
+ * @param {Object<string, Function>} uniformMap The uniform map to modify.
550
+ * @param {ShaderBuilder} shaderBuilder
551
+ * @param {Texture} defaultTexture
552
+ * @param {boolean} disableTextures
553
+ * @private
554
+ */
555
+ function processSpecularUniforms(
556
+ specular,
557
+ uniformMap,
558
+ shaderBuilder,
559
+ defaultTexture,
560
+ disableTextures,
561
+ texCoordSets,
562
+ ) {
563
+ const {
564
+ specularTexture,
565
+ specularFactor,
566
+ specularColorTexture,
567
+ specularColorFactor,
568
+ } = specular;
569
+
570
+ shaderBuilder.addDefine(
571
+ "USE_SPECULAR",
572
+ undefined,
573
+ ShaderDestination.FRAGMENT,
574
+ );
575
+
576
+ if (defined(specularTexture) && !disableTextures) {
577
+ processTexture(
578
+ shaderBuilder,
579
+ uniformMap,
580
+ specularTexture,
581
+ "u_specularTexture",
582
+ "SPECULAR",
583
+ defaultTexture,
584
+ texCoordSets,
585
+ );
586
+ }
587
+
588
+ if (
589
+ defined(specularFactor) &&
590
+ specularFactor !== Specular.DEFAULT_SPECULAR_FACTOR
591
+ ) {
592
+ shaderBuilder.addUniform(
593
+ "float",
594
+ "u_specularFactor",
595
+ ShaderDestination.FRAGMENT,
596
+ );
597
+ uniformMap.u_specularFactor = function () {
598
+ return specular.specularFactor;
599
+ };
600
+ shaderBuilder.addDefine(
601
+ "HAS_SPECULAR_FACTOR",
602
+ undefined,
603
+ ShaderDestination.FRAGMENT,
604
+ );
605
+ }
606
+
607
+ if (defined(specularColorTexture) && !disableTextures) {
608
+ processTexture(
609
+ shaderBuilder,
610
+ uniformMap,
611
+ specularColorTexture,
612
+ "u_specularColorTexture",
613
+ "SPECULAR_COLOR",
614
+ defaultTexture,
615
+ texCoordSets,
616
+ );
617
+ }
618
+
619
+ if (
620
+ defined(specularColorFactor) &&
621
+ !Cartesian3.equals(
622
+ specularColorFactor,
623
+ Specular.DEFAULT_SPECULAR_COLOR_FACTOR,
624
+ )
625
+ ) {
626
+ shaderBuilder.addUniform(
627
+ "vec3",
628
+ "u_specularColorFactor",
629
+ ShaderDestination.FRAGMENT,
630
+ );
631
+ uniformMap.u_specularColorFactor = function () {
632
+ return specular.specularColorFactor;
633
+ };
634
+ shaderBuilder.addDefine(
635
+ "HAS_SPECULAR_COLOR_FACTOR",
636
+ undefined,
637
+ ShaderDestination.FRAGMENT,
638
+ );
639
+ }
640
+ }
641
+
642
+ const scratchAnisotropy = new Cartesian3();
643
+
644
+ /**
645
+ * Add uniforms and defines for the KHR_materials_anisotropy extension
646
+ *
647
+ * @param {ModelComponents.Anisotropy} anisotropy
648
+ * @param {Object<string, Function>} uniformMap The uniform map to modify.
649
+ * @param {ShaderBuilder} shaderBuilder
650
+ * @param {Texture} defaultTexture
651
+ * @param {boolean} disableTextures
652
+ * @private
653
+ */
654
+ function processAnisotropyUniforms(
655
+ anisotropy,
656
+ uniformMap,
657
+ shaderBuilder,
658
+ defaultTexture,
659
+ disableTextures,
660
+ texCoordSets,
661
+ ) {
662
+ const { anisotropyStrength, anisotropyRotation, anisotropyTexture } =
663
+ anisotropy;
664
+
665
+ shaderBuilder.addDefine(
666
+ "USE_ANISOTROPY",
667
+ undefined,
668
+ ShaderDestination.FRAGMENT,
669
+ );
670
+
671
+ if (defined(anisotropyTexture) && !disableTextures) {
672
+ processTexture(
673
+ shaderBuilder,
674
+ uniformMap,
675
+ anisotropyTexture,
676
+ "u_anisotropyTexture",
677
+ "ANISOTROPY",
678
+ defaultTexture,
679
+ texCoordSets,
680
+ );
681
+ }
682
+
683
+ // Pre-compute cos and sin of rotation, since they are the same for all fragments.
684
+ // Combine with strength as one vec3 uniform.
685
+ const cosRotation = Math.cos(anisotropyRotation);
686
+ const sinRotation = Math.sin(anisotropyRotation);
687
+ shaderBuilder.addUniform("vec3", "u_anisotropy", ShaderDestination.FRAGMENT);
688
+ uniformMap.u_anisotropy = function () {
689
+ return Cartesian3.fromElements(
690
+ cosRotation,
691
+ sinRotation,
692
+ anisotropyStrength,
693
+ scratchAnisotropy,
694
+ );
695
+ };
696
+ }
697
+
698
+ /**
699
+ * Add uniforms and defines for the KHR_materials_clearcoat extension
700
+ *
701
+ * @param {ModelComponents.Clearcoat} clearcoat
702
+ * @param {Object<string, Function>} uniformMap The uniform map to modify.
703
+ * @param {ShaderBuilder} shaderBuilder
704
+ * @param {Texture} defaultTexture
705
+ * @param {boolean} disableTextures
706
+ * @private
707
+ */
708
+ function processClearcoatUniforms(
709
+ clearcoat,
710
+ uniformMap,
711
+ shaderBuilder,
712
+ defaultTexture,
713
+ disableTextures,
714
+ texCoordSets,
715
+ ) {
716
+ const {
717
+ clearcoatFactor,
718
+ clearcoatTexture,
719
+ clearcoatRoughnessFactor,
720
+ clearcoatRoughnessTexture,
721
+ clearcoatNormalTexture,
722
+ } = clearcoat;
723
+
724
+ shaderBuilder.addDefine(
725
+ "USE_CLEARCOAT",
726
+ undefined,
727
+ ShaderDestination.FRAGMENT,
728
+ );
729
+
730
+ if (
731
+ defined(clearcoatFactor) &&
732
+ clearcoatFactor !== Clearcoat.DEFAULT_CLEARCOAT_FACTOR
733
+ ) {
734
+ shaderBuilder.addUniform(
735
+ "float",
736
+ "u_clearcoatFactor",
737
+ ShaderDestination.FRAGMENT,
738
+ );
739
+ uniformMap.u_clearcoatFactor = function () {
740
+ return clearcoat.clearcoatFactor;
741
+ };
742
+ shaderBuilder.addDefine(
743
+ "HAS_CLEARCOAT_FACTOR",
744
+ undefined,
745
+ ShaderDestination.FRAGMENT,
746
+ );
747
+ }
748
+
749
+ if (defined(clearcoatTexture) && !disableTextures) {
750
+ processTexture(
751
+ shaderBuilder,
752
+ uniformMap,
753
+ clearcoatTexture,
754
+ "u_clearcoatTexture",
755
+ "CLEARCOAT",
756
+ defaultTexture,
757
+ texCoordSets,
758
+ );
759
+ }
760
+
761
+ if (
762
+ defined(clearcoatRoughnessFactor) &&
763
+ clearcoatFactor !== Clearcoat.DEFAULT_CLEARCOAT_ROUGHNESS_FACTOR
764
+ ) {
765
+ shaderBuilder.addUniform(
766
+ "float",
767
+ "u_clearcoatRoughnessFactor",
768
+ ShaderDestination.FRAGMENT,
769
+ );
770
+ uniformMap.u_clearcoatRoughnessFactor = function () {
771
+ return clearcoat.clearcoatRoughnessFactor;
772
+ };
773
+ shaderBuilder.addDefine(
774
+ "HAS_CLEARCOAT_ROUGHNESS_FACTOR",
775
+ undefined,
776
+ ShaderDestination.FRAGMENT,
777
+ );
778
+ }
779
+
780
+ if (defined(clearcoatRoughnessTexture) && !disableTextures) {
781
+ processTexture(
782
+ shaderBuilder,
783
+ uniformMap,
784
+ clearcoatRoughnessTexture,
785
+ "u_clearcoatRoughnessTexture",
786
+ "CLEARCOAT_ROUGHNESS",
787
+ defaultTexture,
788
+ texCoordSets,
789
+ );
790
+ }
791
+
792
+ if (defined(clearcoatNormalTexture) && !disableTextures) {
793
+ processTexture(
794
+ shaderBuilder,
795
+ uniformMap,
796
+ clearcoatNormalTexture,
797
+ "u_clearcoatNormalTexture",
798
+ "CLEARCOAT_NORMAL",
799
+ defaultTexture,
800
+ texCoordSets,
801
+ );
802
+ }
803
+ }
804
+
805
+ /**
806
+ * Add uniforms and defines for the PBR metallic roughness model
807
+ *
808
+ * @param {ModelComponents.MetallicRoughness} metallicRoughness
809
+ * @param {Object<string, Function>} uniformMap The uniform map to modify.
810
+ * @param {ShaderBuilder} shaderBuilder
811
+ * @param {Texture} defaultTexture
812
+ * @param {boolean} disableTextures
813
+ * @private
814
+ */
815
+ function processMetallicRoughnessUniforms(
816
+ metallicRoughness,
817
+ uniformMap,
818
+ shaderBuilder,
819
+ defaultTexture,
820
+ disableTextures,
821
+ texCoordSets,
822
+ ) {
823
+ shaderBuilder.addDefine(
824
+ "USE_METALLIC_ROUGHNESS",
825
+ undefined,
826
+ ShaderDestination.FRAGMENT,
827
+ );
828
+
829
+ const baseColorTexture = metallicRoughness.baseColorTexture;
830
+ if (defined(baseColorTexture) && !disableTextures) {
831
+ processTexture(
832
+ shaderBuilder,
833
+ uniformMap,
834
+ baseColorTexture,
835
+ "u_baseColorTexture",
836
+ "BASE_COLOR",
837
+ defaultTexture,
838
+ texCoordSets,
839
+ );
840
+ }
841
+
842
+ const baseColorFactor = metallicRoughness.baseColorFactor;
843
+ if (
844
+ defined(baseColorFactor) &&
845
+ !Cartesian4.equals(
846
+ baseColorFactor,
847
+ MetallicRoughness.DEFAULT_BASE_COLOR_FACTOR,
848
+ )
849
+ ) {
850
+ shaderBuilder.addUniform(
851
+ "vec4",
852
+ "u_baseColorFactor",
853
+ ShaderDestination.FRAGMENT,
854
+ );
855
+ uniformMap.u_baseColorFactor = function () {
856
+ return metallicRoughness.baseColorFactor;
857
+ };
858
+ shaderBuilder.addDefine(
859
+ "HAS_BASE_COLOR_FACTOR",
860
+ undefined,
861
+ ShaderDestination.FRAGMENT,
862
+ );
863
+ }
864
+
865
+ const metallicRoughnessTexture = metallicRoughness.metallicRoughnessTexture;
866
+ if (defined(metallicRoughnessTexture) && !disableTextures) {
867
+ processTexture(
868
+ shaderBuilder,
869
+ uniformMap,
870
+ metallicRoughnessTexture,
871
+ "u_metallicRoughnessTexture",
872
+ "METALLIC_ROUGHNESS",
873
+ defaultTexture,
874
+ texCoordSets,
875
+ );
876
+ }
877
+
878
+ const metallicFactor = metallicRoughness.metallicFactor;
879
+ if (
880
+ defined(metallicFactor) &&
881
+ metallicFactor !== MetallicRoughness.DEFAULT_METALLIC_FACTOR
882
+ ) {
883
+ shaderBuilder.addUniform(
884
+ "float",
885
+ "u_metallicFactor",
886
+ ShaderDestination.FRAGMENT,
887
+ );
888
+ uniformMap.u_metallicFactor = function () {
889
+ return metallicRoughness.metallicFactor;
890
+ };
891
+ shaderBuilder.addDefine(
892
+ "HAS_METALLIC_FACTOR",
893
+ undefined,
894
+ ShaderDestination.FRAGMENT,
895
+ );
896
+ }
897
+
898
+ const roughnessFactor = metallicRoughness.roughnessFactor;
899
+ if (
900
+ defined(roughnessFactor) &&
901
+ roughnessFactor !== MetallicRoughness.DEFAULT_ROUGHNESS_FACTOR
902
+ ) {
903
+ shaderBuilder.addUniform(
904
+ "float",
905
+ "u_roughnessFactor",
906
+ ShaderDestination.FRAGMENT,
907
+ );
908
+ uniformMap.u_roughnessFactor = function () {
909
+ return metallicRoughness.roughnessFactor;
910
+ };
911
+ shaderBuilder.addDefine(
912
+ "HAS_ROUGHNESS_FACTOR",
913
+ undefined,
914
+ ShaderDestination.FRAGMENT,
915
+ );
916
+ }
917
+ }
918
+
919
+ export default MaterialPipelineStage;