@rtzh/engine 0.0.11 → 0.0.13

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 (518) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +656 -518
  2. package/Build/Workers/{chunk-7QPQGSS3.js → chunk-2J26NSQJ.js} +5 -5
  3. package/Build/Workers/{chunk-23CHWHW6.js → chunk-2QUYHF2A.js} +4 -4
  4. package/Build/Workers/{chunk-F7IITURY.js → chunk-2ZWJOYYZ.js} +3 -3
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  210. package/Build/Workers/createVerticesFromCesium3DTilesTerrain.js +25 -25
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  214. package/Build/Workers/createWallGeometry.js +24 -24
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  216. package/Build/Workers/decodeDraco.js +10 -10
  217. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +5 -5
  218. package/Build/Workers/decodeI3S.js +10 -10
  219. package/Build/Workers/gaussianSplatSorter.js +4 -4
  220. package/Build/Workers/gaussianSplatTextureGenerator.js +4 -4
  221. package/Build/Workers/incrementallyBuildTerrainPicker.js +10 -10
  222. package/Build/Workers/transcodeKTX2.js +6 -6
  223. package/Build/Workers/transferTypedArrayTest.js +1 -1
  224. package/Build/Workers/upsampleQuantizedTerrainMesh.js +22 -22
  225. package/Build/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +25 -25
  226. package/README.md +69 -69
  227. package/Source/Scene/Model/CPUStylingPipelineStage.js +4 -1
  228. package/Source/Scene/Model/CustomShader.js +26 -4
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  237. package/Source/Shaders/Model/ModelFS.glsl +15 -0
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  239. package/Source/ThirdParty/Workers/zip-web-worker.js +1 -1
  240. package/index.d.ts +15 -1
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  242. package/package.json +1 -1
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@@ -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;