deeptwins-cesium-engine 0.0.3

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Files changed (2085) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +640 -0
  2. package/Build/Workers/chunk-2363JE27.js +163 -0
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  1974. package/Source/Shaders/SunVS.js +30 -0
  1975. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +48 -0
  1976. package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +50 -0
  1977. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +85 -0
  1978. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +87 -0
  1979. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1980. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
  1981. package/Source/Shaders/VectorTileVS.glsl +9 -0
  1982. package/Source/Shaders/VectorTileVS.js +11 -0
  1983. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
  1984. package/Source/Shaders/ViewportQuadFS.js +18 -0
  1985. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
  1986. package/Source/Shaders/ViewportQuadVS.js +12 -0
  1987. package/Source/Shaders/Voxels/IntersectBox.glsl +34 -0
  1988. package/Source/Shaders/Voxels/IntersectBox.js +36 -0
  1989. package/Source/Shaders/Voxels/IntersectCylinder.glsl +142 -0
  1990. package/Source/Shaders/Voxels/IntersectCylinder.js +144 -0
  1991. package/Source/Shaders/Voxels/IntersectDepth.glsl +27 -0
  1992. package/Source/Shaders/Voxels/IntersectDepth.js +29 -0
  1993. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +330 -0
  1994. package/Source/Shaders/Voxels/IntersectEllipsoid.js +332 -0
  1995. package/Source/Shaders/Voxels/IntersectLongitude.glsl +114 -0
  1996. package/Source/Shaders/Voxels/IntersectLongitude.js +116 -0
  1997. package/Source/Shaders/Voxels/IntersectPlane.glsl +80 -0
  1998. package/Source/Shaders/Voxels/IntersectPlane.js +82 -0
  1999. package/Source/Shaders/Voxels/Intersection.glsl +50 -0
  2000. package/Source/Shaders/Voxels/Intersection.js +52 -0
  2001. package/Source/Shaders/Voxels/IntersectionUtils.glsl +167 -0
  2002. package/Source/Shaders/Voxels/IntersectionUtils.js +169 -0
  2003. package/Source/Shaders/Voxels/Megatexture.glsl +123 -0
  2004. package/Source/Shaders/Voxels/Megatexture.js +125 -0
  2005. package/Source/Shaders/Voxels/Octree.glsl +257 -0
  2006. package/Source/Shaders/Voxels/Octree.js +259 -0
  2007. package/Source/Shaders/Voxels/VoxelFS.glsl +267 -0
  2008. package/Source/Shaders/Voxels/VoxelFS.js +269 -0
  2009. package/Source/Shaders/Voxels/VoxelUtils.glsl +12 -0
  2010. package/Source/Shaders/Voxels/VoxelUtils.js +14 -0
  2011. package/Source/Shaders/Voxels/VoxelVS.glsl +11 -0
  2012. package/Source/Shaders/Voxels/VoxelVS.js +13 -0
  2013. package/Source/Shaders/Voxels/convertLocalToBoxUv.glsl +30 -0
  2014. package/Source/Shaders/Voxels/convertLocalToBoxUv.js +32 -0
  2015. package/Source/Shaders/Voxels/convertLocalToCylinderUv.glsl +97 -0
  2016. package/Source/Shaders/Voxels/convertLocalToCylinderUv.js +99 -0
  2017. package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.glsl +193 -0
  2018. package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.js +195 -0
  2019. package/Source/ThirdParty/Workers/basis_transcoder.js +21 -0
  2020. package/Source/ThirdParty/Workers/package.json +1 -0
  2021. package/Source/ThirdParty/Workers/zip-web-worker.js +1 -0
  2022. package/Source/ThirdParty/basis_transcoder.wasm +0 -0
  2023. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  2024. package/Source/ThirdParty/google-earth-dbroot-parser.js +8337 -0
  2025. package/Source/ThirdParty/wasm_splats_bg.wasm +0 -0
  2026. package/Source/ThirdParty/zip-module.wasm +0 -0
  2027. package/Source/Widget/CesiumWidget.css +119 -0
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  2039. package/Source/Workers/createCylinderGeometry.js +10 -0
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  2083. package/index.d.ts +46026 -0
  2084. package/index.js +1227 -0
  2085. package/package.json +79 -0
@@ -0,0 +1,2396 @@
1
+ import AttributeCompression from "../Core/AttributeCompression.js";
2
+ import BoundingRectangle from "../Core/BoundingRectangle.js";
3
+ import BoundingSphere from "../Core/BoundingSphere.js";
4
+ import Cartesian2 from "../Core/Cartesian2.js";
5
+ import Cartesian3 from "../Core/Cartesian3.js";
6
+ import Check from "../Core/Check.js";
7
+ import Color from "../Core/Color.js";
8
+ import ComponentDatatype from "../Core/ComponentDatatype.js";
9
+ import Frozen from "../Core/Frozen.js";
10
+ import defined from "../Core/defined.js";
11
+ import destroyObject from "../Core/destroyObject.js";
12
+ import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
13
+ import IndexDatatype from "../Core/IndexDatatype.js";
14
+ import CesiumMath from "../Core/Math.js";
15
+ import Matrix4 from "../Core/Matrix4.js";
16
+ import Buffer from "../Renderer/Buffer.js";
17
+ import BufferUsage from "../Renderer/BufferUsage.js";
18
+ import ContextLimits from "../Renderer/ContextLimits.js";
19
+ import DrawCommand from "../Renderer/DrawCommand.js";
20
+ import Pass from "../Renderer/Pass.js";
21
+ import RenderState from "../Renderer/RenderState.js";
22
+ import ShaderProgram from "../Renderer/ShaderProgram.js";
23
+ import ShaderSource from "../Renderer/ShaderSource.js";
24
+ import VertexArrayFacade from "../Renderer/VertexArrayFacade.js";
25
+ import BillboardCollectionFS from "../Shaders/BillboardCollectionFS.js";
26
+ import BillboardCollectionVS from "../Shaders/BillboardCollectionVS.js";
27
+ import Billboard from "./Billboard.js";
28
+ import BlendingState from "./BlendingState.js";
29
+ import BlendOption from "./BlendOption.js";
30
+ import HeightReference, { isHeightReferenceClamp } from "./HeightReference.js";
31
+ import HorizontalOrigin from "./HorizontalOrigin.js";
32
+ import SceneMode from "./SceneMode.js";
33
+ import SDFSettings from "./SDFSettings.js";
34
+ import TextureAtlas from "../Renderer/TextureAtlas.js";
35
+ import VerticalOrigin from "./VerticalOrigin.js";
36
+ import Ellipsoid from "../Core/Ellipsoid.js";
37
+ import WebGLConstants from "../Core/WebGLConstants.js";
38
+
39
+ const SHOW_INDEX = Billboard.SHOW_INDEX;
40
+ const POSITION_INDEX = Billboard.POSITION_INDEX;
41
+ const PIXEL_OFFSET_INDEX = Billboard.PIXEL_OFFSET_INDEX;
42
+ const EYE_OFFSET_INDEX = Billboard.EYE_OFFSET_INDEX;
43
+ const HORIZONTAL_ORIGIN_INDEX = Billboard.HORIZONTAL_ORIGIN_INDEX;
44
+ const VERTICAL_ORIGIN_INDEX = Billboard.VERTICAL_ORIGIN_INDEX;
45
+ const SCALE_INDEX = Billboard.SCALE_INDEX;
46
+ const IMAGE_INDEX_INDEX = Billboard.IMAGE_INDEX_INDEX;
47
+ const COLOR_INDEX = Billboard.COLOR_INDEX;
48
+ const ROTATION_INDEX = Billboard.ROTATION_INDEX;
49
+ const ALIGNED_AXIS_INDEX = Billboard.ALIGNED_AXIS_INDEX;
50
+ const SCALE_BY_DISTANCE_INDEX = Billboard.SCALE_BY_DISTANCE_INDEX;
51
+ const TRANSLUCENCY_BY_DISTANCE_INDEX = Billboard.TRANSLUCENCY_BY_DISTANCE_INDEX;
52
+ const PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX =
53
+ Billboard.PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX;
54
+ const DISTANCE_DISPLAY_CONDITION_INDEX = Billboard.DISTANCE_DISPLAY_CONDITION;
55
+ const DISABLE_DEPTH_DISTANCE = Billboard.DISABLE_DEPTH_DISTANCE;
56
+ const TEXTURE_COORDINATE_BOUNDS = Billboard.TEXTURE_COORDINATE_BOUNDS;
57
+ const SDF_INDEX = Billboard.SDF_INDEX;
58
+ const SPLIT_DIRECTION_INDEX = Billboard.SPLIT_DIRECTION_INDEX;
59
+ const NUMBER_OF_PROPERTIES = Billboard.NUMBER_OF_PROPERTIES;
60
+
61
+ let attributeLocations;
62
+
63
+ const attributeLocationsBatched = {
64
+ positionHighAndScale: 0,
65
+ positionLowAndRotation: 1,
66
+ compressedAttribute0: 2, // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates
67
+ compressedAttribute1: 3, // aligned axis, translucency by distance, image width
68
+ compressedAttribute2: 4, // image height, color, pick color, size in meters, valid aligned axis, 13 bits free
69
+ eyeOffset: 5, // 4 bytes free
70
+ scaleByDistance: 6,
71
+ pixelOffsetScaleByDistance: 7,
72
+ compressedAttribute3: 8,
73
+ textureCoordinateBoundsOrLabelTranslate: 9,
74
+ a_batchId: 10,
75
+ sdf: 11,
76
+ splitDirection: 12,
77
+ };
78
+
79
+ const attributeLocationsInstanced = {
80
+ direction: 0,
81
+ positionHighAndScale: 1,
82
+ positionLowAndRotation: 2, // texture offset in w
83
+ compressedAttribute0: 3,
84
+ compressedAttribute1: 4,
85
+ compressedAttribute2: 5,
86
+ eyeOffset: 6, // texture range in w
87
+ scaleByDistance: 7,
88
+ pixelOffsetScaleByDistance: 8,
89
+ compressedAttribute3: 9,
90
+ textureCoordinateBoundsOrLabelTranslate: 10,
91
+ a_batchId: 11,
92
+ sdf: 12,
93
+ splitDirection: 13,
94
+ };
95
+
96
+ /**
97
+ * A renderable collection of billboards. Billboards are viewport-aligned
98
+ * images positioned in the 3D scene.
99
+ * <br /><br />
100
+ * <div align='center'>
101
+ * <img src='Images/Billboard.png' width='400' height='300' /><br />
102
+ * Example billboards
103
+ * </div>
104
+ * <br /><br />
105
+ * Billboards are added and removed from the collection using {@link BillboardCollection#add}
106
+ * and {@link BillboardCollection#remove}. Billboards in a collection automatically share textures
107
+ * for images with the same identifier.
108
+ *
109
+ * @alias BillboardCollection
110
+ * @constructor
111
+ *
112
+ * @param {object} [options] Object with the following properties:
113
+ * @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms each billboard from model to world coordinates.
114
+ * @param {boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
115
+ * @param {Scene} [options.scene] Must be passed in for billboards that use the height reference property or will be depth tested against the globe.
116
+ * @param {BlendOption} [options.blendOption=BlendOption.OPAQUE_AND_TRANSLUCENT] The billboard blending option. The default
117
+ * is used for rendering both opaque and translucent billboards. However, if either all of the billboards are completely opaque or all are completely translucent,
118
+ * setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve performance by up to 2x.
119
+ * @param {boolean} [options.show=true] Determines if the billboards in the collection will be shown.
120
+ *
121
+ * @performance For best performance, prefer a few collections, each with many billboards, to
122
+ * many collections with only a few billboards each. Organize collections so that billboards
123
+ * with the same update frequency are in the same collection, i.e., billboards that do not
124
+ * change should be in one collection; billboards that change every frame should be in another
125
+ * collection; and so on.
126
+ *
127
+ * @see BillboardCollection#add
128
+ * @see BillboardCollection#remove
129
+ * @see Billboard
130
+ * @see LabelCollection
131
+ *
132
+ * @demo {@link https://sandcastle.cesium.com/index.html?src=Billboards.html|Cesium Sandcastle Billboard Demo}
133
+ *
134
+ * @example
135
+ * // Create a billboard collection with two billboards
136
+ * const billboards = scene.primitives.add(new Cesium.BillboardCollection());
137
+ * billboards.add({
138
+ * position : new Cesium.Cartesian3(1.0, 2.0, 3.0),
139
+ * image : 'url/to/image'
140
+ * });
141
+ * billboards.add({
142
+ * position : new Cesium.Cartesian3(4.0, 5.0, 6.0),
143
+ * image : 'url/to/another/image'
144
+ * });
145
+ */
146
+ function BillboardCollection(options) {
147
+ options = options ?? Frozen.EMPTY_OBJECT;
148
+
149
+ this._scene = options.scene;
150
+ this._batchTable = options.batchTable;
151
+
152
+ let textureAtlas = options.textureAtlas; // Hidden option for internal use
153
+ if (!defined(textureAtlas)) {
154
+ textureAtlas = new TextureAtlas();
155
+ }
156
+ this._textureAtlas = textureAtlas;
157
+ this._textureAtlasGUID = textureAtlas.guid;
158
+ this._destroyTextureAtlas = true;
159
+ this._billboardTextureCache = new Map();
160
+
161
+ this._sp = undefined;
162
+ this._spTranslucent = undefined;
163
+ this._rsOpaque = undefined;
164
+ this._rsTranslucent = undefined;
165
+ this._vaf = undefined;
166
+
167
+ this._billboards = [];
168
+ this._billboardsToUpdate = [];
169
+ this._billboardsToUpdateIndex = 0;
170
+ this._billboardsRemoved = false;
171
+ this._createVertexArray = false;
172
+
173
+ this._shaderRotation = false;
174
+ this._compiledShaderRotation = false;
175
+
176
+ this._shaderAlignedAxis = false;
177
+ this._compiledShaderAlignedAxis = false;
178
+
179
+ this._shaderScaleByDistance = false;
180
+ this._compiledShaderScaleByDistance = false;
181
+
182
+ this._shaderTranslucencyByDistance = false;
183
+ this._compiledShaderTranslucencyByDistance = false;
184
+
185
+ this._shaderPixelOffsetScaleByDistance = false;
186
+ this._compiledShaderPixelOffsetScaleByDistance = false;
187
+
188
+ this._shaderDistanceDisplayCondition = false;
189
+ this._compiledShaderDistanceDisplayCondition = false;
190
+
191
+ this._shaderDisableDepthDistance = false;
192
+ this._compiledShaderDisableDepthDistance = false;
193
+
194
+ this._shaderClampToGround = false;
195
+ this._compiledShaderClampToGround = false;
196
+
197
+ this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES);
198
+
199
+ this._maxSize = 0.0;
200
+ this._maxEyeOffset = 0.0;
201
+ this._maxScale = 1.0;
202
+ this._maxPixelOffset = 0.0;
203
+ this._allHorizontalCenter = true;
204
+ this._allVerticalCenter = true;
205
+ this._allSizedInMeters = true;
206
+
207
+ this._baseVolume = new BoundingSphere();
208
+ this._baseVolumeWC = new BoundingSphere();
209
+ this._baseVolume2D = new BoundingSphere();
210
+ this._boundingVolume = new BoundingSphere();
211
+ this._boundingVolumeDirty = false;
212
+
213
+ this._colorCommands = [];
214
+
215
+ this._allBillboardsReady = false;
216
+
217
+ /**
218
+ * Determines if billboards in this collection will be shown.
219
+ *
220
+ * @type {boolean}
221
+ * @default true
222
+ */
223
+ this.show = options.show ?? true;
224
+
225
+ /**
226
+ * The 4x4 transformation matrix that transforms each billboard in this collection from model to world coordinates.
227
+ * When this is the identity matrix, the billboards are drawn in world coordinates, i.e., Earth's WGS84 coordinates.
228
+ * Local reference frames can be used by providing a different transformation matrix, like that returned
229
+ * by {@link Transforms.eastNorthUpToFixedFrame}.
230
+ *
231
+ * @type {Matrix4}
232
+ * @default {@link Matrix4.IDENTITY}
233
+ *
234
+ *
235
+ * @example
236
+ * const center = Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883);
237
+ * billboards.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center);
238
+ * billboards.add({
239
+ * image : 'url/to/image',
240
+ * position : new Cesium.Cartesian3(0.0, 0.0, 0.0) // center
241
+ * });
242
+ * billboards.add({
243
+ * image : 'url/to/image',
244
+ * position : new Cesium.Cartesian3(1000000.0, 0.0, 0.0) // east
245
+ * });
246
+ * billboards.add({
247
+ * image : 'url/to/image',
248
+ * position : new Cesium.Cartesian3(0.0, 1000000.0, 0.0) // north
249
+ * });
250
+ * billboards.add({
251
+ * image : 'url/to/image',
252
+ * position : new Cesium.Cartesian3(0.0, 0.0, 1000000.0) // up
253
+ * });
254
+ *
255
+ * @see Transforms.eastNorthUpToFixedFrame
256
+ */
257
+ this.modelMatrix = Matrix4.clone(options.modelMatrix ?? Matrix4.IDENTITY);
258
+ this._modelMatrix = Matrix4.clone(Matrix4.IDENTITY);
259
+
260
+ /**
261
+ * This property is for debugging only; it is not for production use nor is it optimized.
262
+ * <p>
263
+ * Draws the bounding sphere for each draw command in the primitive.
264
+ * </p>
265
+ *
266
+ * @type {boolean}
267
+ *
268
+ * @default false
269
+ */
270
+ this.debugShowBoundingVolume = options.debugShowBoundingVolume ?? false;
271
+
272
+ /**
273
+ * This property is for debugging only; it is not for production use nor is it optimized.
274
+ * <p>
275
+ * Draws the texture atlas for this BillboardCollection as a fullscreen quad.
276
+ * </p>
277
+ *
278
+ * @type {boolean}
279
+ *
280
+ * @default false
281
+ */
282
+ this.debugShowTextureAtlas = options.debugShowTextureAtlas ?? false;
283
+
284
+ /**
285
+ * The billboard blending option. The default is used for rendering both opaque and translucent billboards.
286
+ * However, if either all of the billboards are completely opaque or all are completely translucent,
287
+ * setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve
288
+ * performance by up to 2x.
289
+ * @type {BlendOption}
290
+ * @default BlendOption.OPAQUE_AND_TRANSLUCENT
291
+ */
292
+ this.blendOption = options.blendOption ?? BlendOption.OPAQUE_AND_TRANSLUCENT;
293
+ this._blendOption = undefined;
294
+
295
+ this._mode = SceneMode.SCENE3D;
296
+
297
+ // The buffer usage for each attribute is determined based on the usage of the attribute over time.
298
+ this._buffersUsage = [
299
+ BufferUsage.STATIC_DRAW, // SHOW_INDEX
300
+ BufferUsage.STATIC_DRAW, // POSITION_INDEX
301
+ BufferUsage.STATIC_DRAW, // PIXEL_OFFSET_INDEX
302
+ BufferUsage.STATIC_DRAW, // EYE_OFFSET_INDEX
303
+ BufferUsage.STATIC_DRAW, // HORIZONTAL_ORIGIN_INDEX
304
+ BufferUsage.STATIC_DRAW, // VERTICAL_ORIGIN_INDEX
305
+ BufferUsage.STATIC_DRAW, // SCALE_INDEX
306
+ BufferUsage.STATIC_DRAW, // IMAGE_INDEX_INDEX
307
+ BufferUsage.STATIC_DRAW, // COLOR_INDEX
308
+ BufferUsage.STATIC_DRAW, // ROTATION_INDEX
309
+ BufferUsage.STATIC_DRAW, // ALIGNED_AXIS_INDEX
310
+ BufferUsage.STATIC_DRAW, // SCALE_BY_DISTANCE_INDEX
311
+ BufferUsage.STATIC_DRAW, // TRANSLUCENCY_BY_DISTANCE_INDEX
312
+ BufferUsage.STATIC_DRAW, // PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX
313
+ BufferUsage.STATIC_DRAW, // DISTANCE_DISPLAY_CONDITION_INDEX
314
+ BufferUsage.STATIC_DRAW, // TEXTURE_COORDINATE_BOUNDS
315
+ BufferUsage.STATIC_DRAW, // SPLIT_DIRECTION_INDEX
316
+ ];
317
+
318
+ this._highlightColor = Color.clone(Color.WHITE); // Only used by Vector3DTilePoints
319
+ this._coarseDepthTestDistance = Ellipsoid.default.minimumRadius / 100;
320
+ this._threePointDepthTestDistance = Ellipsoid.default.minimumRadius / 1000;
321
+
322
+ this._uniforms = {
323
+ u_atlas: () => {
324
+ return this.textureAtlas.texture;
325
+ },
326
+ u_highlightColor: () => {
327
+ return this._highlightColor;
328
+ },
329
+ // An eye-space distance, beyond which, the billboard is simply tested against a camera-facing plane at the ellipsoid's center,
330
+ // rather than against a depth texture. Note: only if the disableDepthTestingDistance property permits.
331
+ u_coarseDepthTestDistance: () => {
332
+ return this._coarseDepthTestDistance;
333
+ },
334
+ // Within this distance, if the billboard is clamped to the ground, we'll depth-test 3 key points.
335
+ // If any key point is visible, the whole billboard will be visible.
336
+ u_threePointDepthTestDistance: () => {
337
+ return this._threePointDepthTestDistance;
338
+ },
339
+ };
340
+
341
+ const scene = this._scene;
342
+ if (defined(scene) && defined(scene.terrainProviderChanged)) {
343
+ this._removeCallbackFunc = scene.terrainProviderChanged.addEventListener(
344
+ function () {
345
+ const billboards = this._billboards;
346
+ const length = billboards.length;
347
+ for (let i = 0; i < length; ++i) {
348
+ if (defined(billboards[i])) {
349
+ billboards[i]._updateClamping();
350
+ }
351
+ }
352
+ },
353
+ this,
354
+ );
355
+ }
356
+ }
357
+
358
+ Object.defineProperties(BillboardCollection.prototype, {
359
+ /**
360
+ * Returns the number of billboards in this collection. This is commonly used with
361
+ * {@link BillboardCollection#get} to iterate over all the billboards
362
+ * in the collection.
363
+ * @memberof BillboardCollection.prototype
364
+ * @type {number}
365
+ * @readonly
366
+ */
367
+ length: {
368
+ get: function () {
369
+ removeBillboards(this);
370
+ return this._billboards.length;
371
+ },
372
+ },
373
+
374
+ /**
375
+ * Gets or sets the textureAtlas.
376
+ * @memberof BillboardCollection.prototype
377
+ * @type {TextureAtlas}
378
+ * @private
379
+ */
380
+ textureAtlas: {
381
+ get: function () {
382
+ return this._textureAtlas;
383
+ },
384
+ set: function (value) {
385
+ //>>includeStart('debug', pragmas.debug);
386
+ Check.defined("textureAtlas", value);
387
+ //>>includeEnd('debug');
388
+
389
+ if (this._textureAtlas !== value) {
390
+ this._textureAtlas =
391
+ this._destroyTextureAtlas &&
392
+ this._textureAtlas &&
393
+ this._textureAtlas.destroy();
394
+ this._textureAtlas = value;
395
+ }
396
+ },
397
+ },
398
+
399
+ /**
400
+ * Gets or sets a value which determines if the texture atlas is
401
+ * destroyed when the collection is destroyed.
402
+ *
403
+ * If the texture atlas is used by more than one collection, set this to <code>false</code>,
404
+ * and explicitly destroy the atlas to avoid attempting to destroy it multiple times.
405
+ *
406
+ * @memberof BillboardCollection.prototype
407
+ * @type {boolean}
408
+ * @private
409
+ *
410
+ * @example
411
+ * // Set destroyTextureAtlas
412
+ * // Destroy a billboard collection but not its texture atlas.
413
+ *
414
+ * const atlas = new TextureAtlas();
415
+ * billboards.textureAtlas = atlas;
416
+ * billboards.destroyTextureAtlas = false;
417
+ *
418
+ * billboards = billboards.destroy();
419
+ * console.log(atlas.isDestroyed()); // False
420
+ */
421
+ destroyTextureAtlas: {
422
+ get: function () {
423
+ return this._destroyTextureAtlas;
424
+ },
425
+ set: function (value) {
426
+ this._destroyTextureAtlas = value;
427
+ },
428
+ },
429
+
430
+ /**
431
+ * Returns the size in bytes of the WebGL texture resources.
432
+ * @private
433
+ * @memberof BillboardCollection.prototype
434
+ * @type {number}
435
+ * @readonly
436
+ */
437
+ sizeInBytes: {
438
+ get: function () {
439
+ return this._textureAtlas.sizeInBytes;
440
+ },
441
+ },
442
+
443
+ /**
444
+ * True when all billboards currently in the collection are ready for rendering.
445
+ * @private
446
+ * @memberof BillboardCollection.prototype
447
+ * @type {boolean}
448
+ * @readonly
449
+ */
450
+ ready: {
451
+ get: function () {
452
+ return this._allBillboardsReady;
453
+ },
454
+ },
455
+
456
+ /**
457
+ * Cache of loaded billboard images.
458
+ * @private
459
+ * @memberof BillboardCollection.prototype
460
+ * @type {Map<string, BillboardTexture>}
461
+ * @readonly
462
+ */
463
+ billboardTextureCache: {
464
+ get: function () {
465
+ return this._billboardTextureCache;
466
+ },
467
+ },
468
+ });
469
+
470
+ function destroyBillboards(billboards) {
471
+ const length = billboards.length;
472
+ for (let i = 0; i < length; ++i) {
473
+ if (billboards[i]) {
474
+ billboards[i]._destroy();
475
+ }
476
+ }
477
+ }
478
+
479
+ /**
480
+ * Creates and adds a billboard with the specified initial properties to the collection.
481
+ * The added billboard is returned so it can be modified or removed from the collection later.
482
+ *
483
+ * @param {Billboard.ConstructorOptions}[options] A template describing the billboard's properties as shown in Example 1.
484
+ * @returns {Billboard} The billboard that was added to the collection.
485
+ *
486
+ * @performance Calling <code>add</code> is expected constant time. However, the collection's vertex buffer
487
+ * is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
488
+ * best performance, add as many billboards as possible before calling <code>update</code>.
489
+ *
490
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
491
+ *
492
+ *
493
+ * @example
494
+ * // Example 1: Add a billboard, specifying all the default values.
495
+ * const b = billboards.add({
496
+ * show : true,
497
+ * position : Cesium.Cartesian3.ZERO,
498
+ * pixelOffset : Cesium.Cartesian2.ZERO,
499
+ * eyeOffset : Cesium.Cartesian3.ZERO,
500
+ * heightReference : Cesium.HeightReference.NONE,
501
+ * horizontalOrigin : Cesium.HorizontalOrigin.CENTER,
502
+ * verticalOrigin : Cesium.VerticalOrigin.CENTER,
503
+ * scale : 1.0,
504
+ * image : 'url/to/image',
505
+ * imageSubRegion : undefined,
506
+ * color : Cesium.Color.WHITE,
507
+ * id : undefined,
508
+ * rotation : 0.0,
509
+ * alignedAxis : Cesium.Cartesian3.ZERO,
510
+ * width : undefined,
511
+ * height : undefined,
512
+ * scaleByDistance : undefined,
513
+ * translucencyByDistance : undefined,
514
+ * pixelOffsetScaleByDistance : undefined,
515
+ * sizeInMeters : false,
516
+ * distanceDisplayCondition : undefined
517
+ * });
518
+ *
519
+ * @example
520
+ * // Example 2: Specify only the billboard's cartographic position.
521
+ * const b = billboards.add({
522
+ * position : Cesium.Cartesian3.fromDegrees(longitude, latitude, height)
523
+ * });
524
+ *
525
+ * @see BillboardCollection#remove
526
+ * @see BillboardCollection#removeAll
527
+ */
528
+ BillboardCollection.prototype.add = function (options) {
529
+ const billboard = new Billboard(options, this);
530
+ billboard._index = this._billboards.length;
531
+
532
+ this._billboards.push(billboard);
533
+ this._createVertexArray = true;
534
+
535
+ return billboard;
536
+ };
537
+
538
+ /**
539
+ * Removes a billboard from the collection.
540
+ *
541
+ * @param {Billboard} billboard The billboard to remove.
542
+ * @returns {boolean} <code>true</code> if the billboard was removed; <code>false</code> if the billboard was not found in the collection.
543
+ *
544
+ * @performance Calling <code>remove</code> is expected constant time. However, the collection's vertex buffer
545
+ * is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
546
+ * best performance, remove as many billboards as possible before calling <code>update</code>.
547
+ * If you intend to temporarily hide a billboard, it is usually more efficient to call
548
+ * {@link Billboard#show} instead of removing and re-adding the billboard.
549
+ *
550
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
551
+ *
552
+ *
553
+ * @example
554
+ * const b = billboards.add(...);
555
+ * billboards.remove(b); // Returns true
556
+ *
557
+ * @see BillboardCollection#add
558
+ * @see BillboardCollection#removeAll
559
+ * @see Billboard#show
560
+ */
561
+ BillboardCollection.prototype.remove = function (billboard) {
562
+ if (this.contains(billboard)) {
563
+ this._billboards[billboard._index] = undefined; // Removed later
564
+ this._billboardsRemoved = true;
565
+ this._createVertexArray = true;
566
+ billboard._destroy();
567
+ return true;
568
+ }
569
+
570
+ return false;
571
+ };
572
+
573
+ /**
574
+ * Removes all billboards from the collection.
575
+ *
576
+ * @performance <code>O(n)</code>. It is more efficient to remove all the billboards
577
+ * from a collection and then add new ones than to create a new collection entirely.
578
+ *
579
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
580
+ *
581
+ *
582
+ * @example
583
+ * billboards.add(...);
584
+ * billboards.add(...);
585
+ * billboards.removeAll();
586
+ *
587
+ * @see BillboardCollection#add
588
+ * @see BillboardCollection#remove
589
+ */
590
+ BillboardCollection.prototype.removeAll = function () {
591
+ destroyBillboards(this._billboards);
592
+ this._billboards = [];
593
+ this._billboardsToUpdate = [];
594
+ this._billboardsToUpdateIndex = 0;
595
+ this._billboardsRemoved = false;
596
+
597
+ this._createVertexArray = true;
598
+ };
599
+
600
+ function removeBillboards(billboardCollection) {
601
+ if (billboardCollection._billboardsRemoved) {
602
+ billboardCollection._billboardsRemoved = false;
603
+
604
+ const newBillboards = [];
605
+ const billboards = billboardCollection._billboards;
606
+ const length = billboards.length;
607
+ for (let i = 0, j = 0; i < length; ++i) {
608
+ const billboard = billboards[i];
609
+ if (defined(billboard)) {
610
+ billboard._index = j++;
611
+ newBillboards.push(billboard);
612
+ }
613
+ }
614
+
615
+ billboardCollection._billboards = newBillboards;
616
+ }
617
+ }
618
+
619
+ BillboardCollection.prototype._updateBillboard = function (
620
+ billboard,
621
+ propertyChanged,
622
+ ) {
623
+ if (!billboard._dirty) {
624
+ this._billboardsToUpdate[this._billboardsToUpdateIndex++] = billboard;
625
+ }
626
+
627
+ ++this._propertiesChanged[propertyChanged];
628
+ };
629
+
630
+ /**
631
+ * Check whether this collection contains a given billboard.
632
+ *
633
+ * @param {Billboard} [billboard] The billboard to check for.
634
+ * @returns {boolean} true if this collection contains the billboard, false otherwise.
635
+ *
636
+ * @see BillboardCollection#get
637
+ */
638
+ BillboardCollection.prototype.contains = function (billboard) {
639
+ return defined(billboard) && billboard._billboardCollection === this;
640
+ };
641
+
642
+ /**
643
+ * Returns the billboard in the collection at the specified index. Indices are zero-based
644
+ * and increase as billboards are added. Removing a billboard shifts all billboards after
645
+ * it to the left, changing their indices. This function is commonly used with
646
+ * {@link BillboardCollection#length} to iterate over all the billboards
647
+ * in the collection.
648
+ *
649
+ * @param {number} index The zero-based index of the billboard.
650
+ * @returns {Billboard} The billboard at the specified index.
651
+ *
652
+ * @performance Expected constant time. If billboards were removed from the collection and
653
+ * {@link BillboardCollection#update} was not called, an implicit <code>O(n)</code>
654
+ * operation is performed.
655
+ *
656
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
657
+ *
658
+ *
659
+ * @example
660
+ * // Toggle the show property of every billboard in the collection
661
+ * const len = billboards.length;
662
+ * for (let i = 0; i < len; ++i) {
663
+ * const b = billboards.get(i);
664
+ * b.show = !b.show;
665
+ * }
666
+ *
667
+ * @see BillboardCollection#length
668
+ */
669
+ BillboardCollection.prototype.get = function (index) {
670
+ //>>includeStart('debug', pragmas.debug);
671
+ Check.typeOf.number("index", index);
672
+ //>>includeEnd('debug');
673
+
674
+ removeBillboards(this);
675
+ return this._billboards[index];
676
+ };
677
+
678
+ let getIndexBuffer;
679
+
680
+ function getIndexBufferBatched(context) {
681
+ const sixteenK = 16 * 1024;
682
+
683
+ let indexBuffer = context.cache.billboardCollection_indexBufferBatched;
684
+ if (defined(indexBuffer)) {
685
+ return indexBuffer;
686
+ }
687
+
688
+ // Subtract 6 because the last index is reserverd for primitive restart.
689
+ // https://www.khronos.org/registry/webgl/specs/latest/2.0/#5.18
690
+ const length = sixteenK * 6 - 6;
691
+ const indices = new Uint16Array(length);
692
+ for (let i = 0, j = 0; i < length; i += 6, j += 4) {
693
+ indices[i] = j;
694
+ indices[i + 1] = j + 1;
695
+ indices[i + 2] = j + 2;
696
+
697
+ indices[i + 3] = j + 0;
698
+ indices[i + 4] = j + 2;
699
+ indices[i + 5] = j + 3;
700
+ }
701
+
702
+ // PERFORMANCE_IDEA: Should we reference count billboard collections, and eventually delete this?
703
+ // Is this too much memory to allocate up front? Should we dynamically grow it?
704
+ indexBuffer = Buffer.createIndexBuffer({
705
+ context: context,
706
+ typedArray: indices,
707
+ usage: BufferUsage.STATIC_DRAW,
708
+ indexDatatype: IndexDatatype.UNSIGNED_SHORT,
709
+ });
710
+ indexBuffer.vertexArrayDestroyable = false;
711
+ context.cache.billboardCollection_indexBufferBatched = indexBuffer;
712
+ return indexBuffer;
713
+ }
714
+
715
+ function getIndexBufferInstanced(context) {
716
+ let indexBuffer = context.cache.billboardCollection_indexBufferInstanced;
717
+ if (defined(indexBuffer)) {
718
+ return indexBuffer;
719
+ }
720
+
721
+ indexBuffer = Buffer.createIndexBuffer({
722
+ context: context,
723
+ typedArray: new Uint16Array([0, 1, 2, 0, 2, 3]),
724
+ usage: BufferUsage.STATIC_DRAW,
725
+ indexDatatype: IndexDatatype.UNSIGNED_SHORT,
726
+ });
727
+
728
+ indexBuffer.vertexArrayDestroyable = false;
729
+ context.cache.billboardCollection_indexBufferInstanced = indexBuffer;
730
+ return indexBuffer;
731
+ }
732
+
733
+ function getVertexBufferInstanced(context) {
734
+ let vertexBuffer = context.cache.billboardCollection_vertexBufferInstanced;
735
+ if (defined(vertexBuffer)) {
736
+ return vertexBuffer;
737
+ }
738
+
739
+ vertexBuffer = Buffer.createVertexBuffer({
740
+ context: context,
741
+ typedArray: new Float32Array([0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]),
742
+ usage: BufferUsage.STATIC_DRAW,
743
+ });
744
+
745
+ vertexBuffer.vertexArrayDestroyable = false;
746
+ context.cache.billboardCollection_vertexBufferInstanced = vertexBuffer;
747
+ return vertexBuffer;
748
+ }
749
+
750
+ BillboardCollection.prototype.computeNewBuffersUsage = function () {
751
+ const buffersUsage = this._buffersUsage;
752
+ let usageChanged = false;
753
+
754
+ const properties = this._propertiesChanged;
755
+ for (let k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
756
+ const newUsage =
757
+ properties[k] === 0 ? BufferUsage.STATIC_DRAW : BufferUsage.STREAM_DRAW;
758
+ usageChanged = usageChanged || buffersUsage[k] !== newUsage;
759
+ buffersUsage[k] = newUsage;
760
+ }
761
+
762
+ return usageChanged;
763
+ };
764
+
765
+ function createVAF(
766
+ context,
767
+ numberOfBillboards,
768
+ buffersUsage,
769
+ instanced,
770
+ batchTable,
771
+ sdf,
772
+ ) {
773
+ const attributes = [
774
+ {
775
+ index: attributeLocations.positionHighAndScale,
776
+ componentsPerAttribute: 4,
777
+ componentDatatype: ComponentDatatype.FLOAT,
778
+ usage: buffersUsage[POSITION_INDEX],
779
+ },
780
+ {
781
+ index: attributeLocations.positionLowAndRotation,
782
+ componentsPerAttribute: 4,
783
+ componentDatatype: ComponentDatatype.FLOAT,
784
+ usage: buffersUsage[POSITION_INDEX],
785
+ },
786
+ {
787
+ index: attributeLocations.compressedAttribute0,
788
+ componentsPerAttribute: 4,
789
+ componentDatatype: ComponentDatatype.FLOAT,
790
+ usage: buffersUsage[PIXEL_OFFSET_INDEX],
791
+ },
792
+ {
793
+ index: attributeLocations.compressedAttribute1,
794
+ componentsPerAttribute: 4,
795
+ componentDatatype: ComponentDatatype.FLOAT,
796
+ usage: buffersUsage[TRANSLUCENCY_BY_DISTANCE_INDEX],
797
+ },
798
+ {
799
+ index: attributeLocations.compressedAttribute2,
800
+ componentsPerAttribute: 4,
801
+ componentDatatype: ComponentDatatype.FLOAT,
802
+ usage: buffersUsage[COLOR_INDEX],
803
+ },
804
+ {
805
+ index: attributeLocations.eyeOffset,
806
+ componentsPerAttribute: 4,
807
+ componentDatatype: ComponentDatatype.FLOAT,
808
+ usage: buffersUsage[EYE_OFFSET_INDEX],
809
+ },
810
+ {
811
+ index: attributeLocations.scaleByDistance,
812
+ componentsPerAttribute: 4,
813
+ componentDatatype: ComponentDatatype.FLOAT,
814
+ usage: buffersUsage[SCALE_BY_DISTANCE_INDEX],
815
+ },
816
+ {
817
+ index: attributeLocations.pixelOffsetScaleByDistance,
818
+ componentsPerAttribute: 4,
819
+ componentDatatype: ComponentDatatype.FLOAT,
820
+ usage: buffersUsage[PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX],
821
+ },
822
+ {
823
+ index: attributeLocations.compressedAttribute3,
824
+ componentsPerAttribute: 4,
825
+ componentDatatype: ComponentDatatype.FLOAT,
826
+ usage: buffersUsage[DISTANCE_DISPLAY_CONDITION_INDEX],
827
+ },
828
+ {
829
+ index: attributeLocations.textureCoordinateBoundsOrLabelTranslate,
830
+ componentsPerAttribute: 4,
831
+ componentDatatype: ComponentDatatype.FLOAT,
832
+ usage: buffersUsage[TEXTURE_COORDINATE_BOUNDS],
833
+ },
834
+ {
835
+ index: attributeLocations.splitDirection,
836
+ componentsPerAttribute: 1,
837
+ componentDatatype: ComponentDatatype.FLOAT,
838
+ usage: buffersUsage[SPLIT_DIRECTION_INDEX],
839
+ },
840
+ ];
841
+
842
+ // Instancing requires one non-instanced attribute.
843
+ if (instanced) {
844
+ attributes.push({
845
+ index: attributeLocations.direction,
846
+ componentsPerAttribute: 2,
847
+ componentDatatype: ComponentDatatype.FLOAT,
848
+ vertexBuffer: getVertexBufferInstanced(context),
849
+ });
850
+ }
851
+
852
+ if (defined(batchTable)) {
853
+ attributes.push({
854
+ index: attributeLocations.a_batchId,
855
+ componentsPerAttribute: 1,
856
+ componentDatatype: ComponentDatatype.FLOAT,
857
+ bufferUsage: BufferUsage.STATIC_DRAW,
858
+ });
859
+ }
860
+
861
+ if (sdf) {
862
+ attributes.push({
863
+ index: attributeLocations.sdf,
864
+ componentsPerAttribute: 2,
865
+ componentDatatype: ComponentDatatype.FLOAT,
866
+ usage: buffersUsage[SDF_INDEX],
867
+ });
868
+ }
869
+
870
+ // When instancing is enabled, only one vertex is needed for each billboard.
871
+ const sizeInVertices = instanced
872
+ ? numberOfBillboards
873
+ : 4 * numberOfBillboards;
874
+ return new VertexArrayFacade(context, attributes, sizeInVertices, instanced);
875
+ }
876
+
877
+ ///////////////////////////////////////////////////////////////////////////
878
+
879
+ // Four vertices per billboard. Each has the same position, etc., but a different screen-space direction vector.
880
+
881
+ // PERFORMANCE_IDEA: Save memory if a property is the same for all billboards, use a latched attribute state,
882
+ // instead of storing it in a vertex buffer.
883
+
884
+ const writePositionScratch = new EncodedCartesian3();
885
+
886
+ function writePositionScaleAndRotation(
887
+ billboardCollection,
888
+ frameState,
889
+ vafWriters,
890
+ billboard,
891
+ ) {
892
+ let i;
893
+ const positionHighWriter =
894
+ vafWriters[attributeLocations.positionHighAndScale];
895
+ const positionLowWriter =
896
+ vafWriters[attributeLocations.positionLowAndRotation];
897
+ const position = billboard._getActualPosition();
898
+
899
+ if (billboardCollection._mode === SceneMode.SCENE3D) {
900
+ BoundingSphere.expand(
901
+ billboardCollection._baseVolume,
902
+ position,
903
+ billboardCollection._baseVolume,
904
+ );
905
+ billboardCollection._boundingVolumeDirty = true;
906
+ }
907
+
908
+ EncodedCartesian3.fromCartesian(position, writePositionScratch);
909
+ const scale = billboard.scale;
910
+ const rotation = billboard.rotation;
911
+
912
+ if (rotation !== 0.0) {
913
+ billboardCollection._shaderRotation = true;
914
+ }
915
+
916
+ billboardCollection._maxScale = Math.max(
917
+ billboardCollection._maxScale,
918
+ scale,
919
+ );
920
+
921
+ const high = writePositionScratch.high;
922
+ const low = writePositionScratch.low;
923
+
924
+ if (billboardCollection._instanced) {
925
+ i = billboard._index;
926
+ positionHighWriter(i, high.x, high.y, high.z, scale);
927
+ positionLowWriter(i, low.x, low.y, low.z, rotation);
928
+ } else {
929
+ i = billboard._index * 4;
930
+ positionHighWriter(i + 0, high.x, high.y, high.z, scale);
931
+ positionHighWriter(i + 1, high.x, high.y, high.z, scale);
932
+ positionHighWriter(i + 2, high.x, high.y, high.z, scale);
933
+ positionHighWriter(i + 3, high.x, high.y, high.z, scale);
934
+
935
+ positionLowWriter(i + 0, low.x, low.y, low.z, rotation);
936
+ positionLowWriter(i + 1, low.x, low.y, low.z, rotation);
937
+ positionLowWriter(i + 2, low.x, low.y, low.z, rotation);
938
+ positionLowWriter(i + 3, low.x, low.y, low.z, rotation);
939
+ }
940
+ }
941
+
942
+ const scratchCartesian2 = new Cartesian2();
943
+
944
+ const UPPER_BOUND = 32768.0; // 2^15
945
+
946
+ const LEFT_SHIFT16 = 65536.0; // 2^16
947
+ const LEFT_SHIFT12 = 4096.0; // 2^12
948
+ const LEFT_SHIFT8 = 256.0; // 2^8
949
+ const LEFT_SHIFT7 = 128.0;
950
+ const LEFT_SHIFT5 = 32.0;
951
+ const LEFT_SHIFT3 = 8.0;
952
+ const LEFT_SHIFT2 = 4.0;
953
+
954
+ const RIGHT_SHIFT8 = 1.0 / 256.0;
955
+
956
+ const LOWER_LEFT = 0.0;
957
+ const LOWER_RIGHT = 2.0;
958
+ const UPPER_RIGHT = 3.0;
959
+ const UPPER_LEFT = 1.0;
960
+
961
+ const scratchBoundingRectangle = new BoundingRectangle();
962
+
963
+ function writeCompressedAttrib0(
964
+ billboardCollection,
965
+ frameState,
966
+ vafWriters,
967
+ billboard,
968
+ ) {
969
+ let i;
970
+ const writer = vafWriters[attributeLocations.compressedAttribute0];
971
+ const pixelOffset = billboard.pixelOffset;
972
+ const pixelOffsetX = pixelOffset.x;
973
+ const pixelOffsetY = pixelOffset.y;
974
+
975
+ const translate = billboard._translate;
976
+ const translateX = translate.x;
977
+ const translateY = translate.y;
978
+
979
+ billboardCollection._maxPixelOffset = Math.max(
980
+ billboardCollection._maxPixelOffset,
981
+ Math.abs(pixelOffsetX + translateX),
982
+ Math.abs(-pixelOffsetY + translateY),
983
+ );
984
+
985
+ const horizontalOrigin = billboard.horizontalOrigin;
986
+ let verticalOrigin = billboard._verticalOrigin;
987
+ let show = billboard.show && billboard.clusterShow;
988
+
989
+ // If the color alpha is zero, do not show this billboard. This lets us avoid providing
990
+ // color during the pick pass and also eliminates a discard in the fragment shader.
991
+ if (billboard.color.alpha === 0.0) {
992
+ show = false;
993
+ }
994
+
995
+ // Raw billboards don't distinguish between BASELINE and BOTTOM, only LabelCollection does that.
996
+ if (verticalOrigin === VerticalOrigin.BASELINE) {
997
+ verticalOrigin = VerticalOrigin.BOTTOM;
998
+ }
999
+
1000
+ billboardCollection._allHorizontalCenter =
1001
+ billboardCollection._allHorizontalCenter &&
1002
+ horizontalOrigin === HorizontalOrigin.CENTER;
1003
+ billboardCollection._allVerticalCenter =
1004
+ billboardCollection._allVerticalCenter &&
1005
+ verticalOrigin === VerticalOrigin.CENTER;
1006
+
1007
+ let bottomLeftX = 0;
1008
+ let bottomLeftY = 0;
1009
+ let width = 0;
1010
+ let height = 0;
1011
+ if (billboard.ready) {
1012
+ const imageRectangle = billboard.computeTextureCoordinates(
1013
+ scratchBoundingRectangle,
1014
+ );
1015
+
1016
+ bottomLeftX = imageRectangle.x;
1017
+ bottomLeftY = imageRectangle.y;
1018
+ width = imageRectangle.width;
1019
+ height = imageRectangle.height;
1020
+ }
1021
+ const topRightX = bottomLeftX + width;
1022
+ const topRightY = bottomLeftY + height;
1023
+
1024
+ let compressed0 =
1025
+ Math.floor(
1026
+ CesiumMath.clamp(pixelOffsetX, -UPPER_BOUND, UPPER_BOUND) + UPPER_BOUND,
1027
+ ) * LEFT_SHIFT7;
1028
+ compressed0 += (horizontalOrigin + 1.0) * LEFT_SHIFT5;
1029
+ compressed0 += (verticalOrigin + 1.0) * LEFT_SHIFT3;
1030
+ compressed0 += (show ? 1.0 : 0.0) * LEFT_SHIFT2;
1031
+
1032
+ let compressed1 =
1033
+ Math.floor(
1034
+ CesiumMath.clamp(pixelOffsetY, -UPPER_BOUND, UPPER_BOUND) + UPPER_BOUND,
1035
+ ) * LEFT_SHIFT8;
1036
+
1037
+ // We scale `translate` by LEFT_SHIFT2 before encoding it (and unscale after decoding in the shader)
1038
+ // to preserve some subpixel precision (1 / 4 = 0.25 pixels). This mitigates rounding errors in aligning glyphs.
1039
+ // The cost of increasing this scaling factor is that it decreases the range of representable `translate` values
1040
+ // by the same scaling factor. Value must be kept in sync with the shader.
1041
+ let compressed2 =
1042
+ Math.floor(
1043
+ CesiumMath.clamp(translateX * LEFT_SHIFT2, -UPPER_BOUND, UPPER_BOUND) +
1044
+ UPPER_BOUND,
1045
+ ) * LEFT_SHIFT8;
1046
+
1047
+ const tempTanslateY =
1048
+ (CesiumMath.clamp(translateY * LEFT_SHIFT2, -UPPER_BOUND, UPPER_BOUND) +
1049
+ UPPER_BOUND) *
1050
+ RIGHT_SHIFT8;
1051
+ const upperTranslateY = Math.floor(tempTanslateY);
1052
+ const lowerTranslateY = Math.floor(
1053
+ (tempTanslateY - upperTranslateY) * LEFT_SHIFT8,
1054
+ );
1055
+
1056
+ compressed1 += upperTranslateY;
1057
+ compressed2 += lowerTranslateY;
1058
+
1059
+ scratchCartesian2.x = bottomLeftX;
1060
+ scratchCartesian2.y = bottomLeftY;
1061
+ const compressedTexCoordsLL =
1062
+ AttributeCompression.compressTextureCoordinates(scratchCartesian2);
1063
+ scratchCartesian2.x = topRightX;
1064
+ const compressedTexCoordsLR =
1065
+ AttributeCompression.compressTextureCoordinates(scratchCartesian2);
1066
+ scratchCartesian2.y = topRightY;
1067
+ const compressedTexCoordsUR =
1068
+ AttributeCompression.compressTextureCoordinates(scratchCartesian2);
1069
+ scratchCartesian2.x = bottomLeftX;
1070
+ const compressedTexCoordsUL =
1071
+ AttributeCompression.compressTextureCoordinates(scratchCartesian2);
1072
+
1073
+ if (billboardCollection._instanced) {
1074
+ i = billboard._index;
1075
+ writer(i, compressed0, compressed1, compressed2, compressedTexCoordsLL);
1076
+ } else {
1077
+ i = billboard._index * 4;
1078
+ writer(
1079
+ i + 0,
1080
+ compressed0 + LOWER_LEFT,
1081
+ compressed1,
1082
+ compressed2,
1083
+ compressedTexCoordsLL,
1084
+ );
1085
+ writer(
1086
+ i + 1,
1087
+ compressed0 + LOWER_RIGHT,
1088
+ compressed1,
1089
+ compressed2,
1090
+ compressedTexCoordsLR,
1091
+ );
1092
+ writer(
1093
+ i + 2,
1094
+ compressed0 + UPPER_RIGHT,
1095
+ compressed1,
1096
+ compressed2,
1097
+ compressedTexCoordsUR,
1098
+ );
1099
+ writer(
1100
+ i + 3,
1101
+ compressed0 + UPPER_LEFT,
1102
+ compressed1,
1103
+ compressed2,
1104
+ compressedTexCoordsUL,
1105
+ );
1106
+ }
1107
+ }
1108
+
1109
+ function writeCompressedAttrib1(
1110
+ billboardCollection,
1111
+ frameState,
1112
+ vafWriters,
1113
+ billboard,
1114
+ ) {
1115
+ let i;
1116
+ const writer = vafWriters[attributeLocations.compressedAttribute1];
1117
+ const alignedAxis = billboard.alignedAxis;
1118
+ if (!Cartesian3.equals(alignedAxis, Cartesian3.ZERO)) {
1119
+ billboardCollection._shaderAlignedAxis = true;
1120
+ }
1121
+
1122
+ let near = 0.0;
1123
+ let nearValue = 1.0;
1124
+ let far = 1.0;
1125
+ let farValue = 1.0;
1126
+
1127
+ const translucency = billboard.translucencyByDistance;
1128
+ if (defined(translucency)) {
1129
+ near = translucency.near;
1130
+ nearValue = translucency.nearValue;
1131
+ far = translucency.far;
1132
+ farValue = translucency.farValue;
1133
+
1134
+ if (nearValue !== 1.0 || farValue !== 1.0) {
1135
+ // translucency by distance calculation in shader need not be enabled
1136
+ // until a billboard with near and far !== 1.0 is found
1137
+ billboardCollection._shaderTranslucencyByDistance = true;
1138
+ }
1139
+ }
1140
+
1141
+ const imageWidth = Math.round(billboard.width ?? 0);
1142
+ billboardCollection._maxSize = Math.max(
1143
+ billboardCollection._maxSize,
1144
+ imageWidth,
1145
+ );
1146
+
1147
+ let compressed0 = CesiumMath.clamp(imageWidth, 0.0, LEFT_SHIFT16);
1148
+ let compressed1 = 0.0;
1149
+
1150
+ if (
1151
+ Math.abs(Cartesian3.magnitudeSquared(alignedAxis) - 1.0) <
1152
+ CesiumMath.EPSILON6
1153
+ ) {
1154
+ compressed1 = AttributeCompression.octEncodeFloat(alignedAxis);
1155
+ }
1156
+
1157
+ nearValue = CesiumMath.clamp(nearValue, 0.0, 1.0);
1158
+ nearValue = nearValue === 1.0 ? 255.0 : (nearValue * 255.0) | 0;
1159
+ compressed0 = compressed0 * LEFT_SHIFT8 + nearValue;
1160
+
1161
+ farValue = CesiumMath.clamp(farValue, 0.0, 1.0);
1162
+ farValue = farValue === 1.0 ? 255.0 : (farValue * 255.0) | 0;
1163
+ compressed1 = compressed1 * LEFT_SHIFT8 + farValue;
1164
+
1165
+ if (billboardCollection._instanced) {
1166
+ i = billboard._index;
1167
+ writer(i, compressed0, compressed1, near, far);
1168
+ } else {
1169
+ i = billboard._index * 4;
1170
+ writer(i + 0, compressed0, compressed1, near, far);
1171
+ writer(i + 1, compressed0, compressed1, near, far);
1172
+ writer(i + 2, compressed0, compressed1, near, far);
1173
+ writer(i + 3, compressed0, compressed1, near, far);
1174
+ }
1175
+ }
1176
+
1177
+ function writeCompressedAttrib2(
1178
+ billboardCollection,
1179
+ frameState,
1180
+ vafWriters,
1181
+ billboard,
1182
+ ) {
1183
+ let i;
1184
+ const writer = vafWriters[attributeLocations.compressedAttribute2];
1185
+ const color = billboard.color;
1186
+ const pickColor = !defined(billboardCollection._batchTable)
1187
+ ? billboard.getPickId(frameState.context).color
1188
+ : Color.WHITE;
1189
+ const sizeInMeters = billboard.sizeInMeters ? 1.0 : 0.0;
1190
+ const validAlignedAxis =
1191
+ Math.abs(Cartesian3.magnitudeSquared(billboard.alignedAxis) - 1.0) <
1192
+ CesiumMath.EPSILON6
1193
+ ? 1.0
1194
+ : 0.0;
1195
+
1196
+ billboardCollection._allSizedInMeters =
1197
+ billboardCollection._allSizedInMeters && sizeInMeters === 1.0;
1198
+
1199
+ const imageHeight = billboard.height ?? 0;
1200
+ billboardCollection._maxSize = Math.max(
1201
+ billboardCollection._maxSize,
1202
+ imageHeight,
1203
+ );
1204
+ let labelHorizontalOrigin = billboard._labelHorizontalOrigin ?? -2;
1205
+ labelHorizontalOrigin += 2;
1206
+ const compressed3 = imageHeight * LEFT_SHIFT2 + labelHorizontalOrigin;
1207
+
1208
+ let red = Color.floatToByte(color.red);
1209
+ let green = Color.floatToByte(color.green);
1210
+ let blue = Color.floatToByte(color.blue);
1211
+ const compressed0 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
1212
+
1213
+ red = Color.floatToByte(pickColor.red);
1214
+ green = Color.floatToByte(pickColor.green);
1215
+ blue = Color.floatToByte(pickColor.blue);
1216
+ const compressed1 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
1217
+
1218
+ let compressed2 =
1219
+ Color.floatToByte(color.alpha) * LEFT_SHIFT16 +
1220
+ Color.floatToByte(pickColor.alpha) * LEFT_SHIFT8;
1221
+ compressed2 += sizeInMeters * 2.0 + validAlignedAxis;
1222
+
1223
+ if (billboardCollection._instanced) {
1224
+ i = billboard._index;
1225
+ writer(i, compressed0, compressed1, compressed2, compressed3);
1226
+ } else {
1227
+ i = billboard._index * 4;
1228
+ writer(i + 0, compressed0, compressed1, compressed2, compressed3);
1229
+ writer(i + 1, compressed0, compressed1, compressed2, compressed3);
1230
+ writer(i + 2, compressed0, compressed1, compressed2, compressed3);
1231
+ writer(i + 3, compressed0, compressed1, compressed2, compressed3);
1232
+ }
1233
+ }
1234
+
1235
+ function writeEyeOffset(
1236
+ billboardCollection,
1237
+ frameState,
1238
+ vafWriters,
1239
+ billboard,
1240
+ ) {
1241
+ let i;
1242
+ const writer = vafWriters[attributeLocations.eyeOffset];
1243
+ const eyeOffset = billboard.eyeOffset;
1244
+
1245
+ // For billboards that are clamped to ground, move it slightly closer to the camera
1246
+ let eyeOffsetZ = eyeOffset.z;
1247
+ if (billboard._heightReference !== HeightReference.NONE) {
1248
+ eyeOffsetZ *= 1.005;
1249
+ }
1250
+ billboardCollection._maxEyeOffset = Math.max(
1251
+ billboardCollection._maxEyeOffset,
1252
+ Math.abs(eyeOffset.x),
1253
+ Math.abs(eyeOffset.y),
1254
+ Math.abs(eyeOffsetZ),
1255
+ );
1256
+
1257
+ if (billboardCollection._instanced) {
1258
+ scratchCartesian2.x = 0;
1259
+ scratchCartesian2.y = 0;
1260
+
1261
+ if (billboard.ready) {
1262
+ const imageRectangle = billboard.computeTextureCoordinates(
1263
+ scratchBoundingRectangle,
1264
+ );
1265
+
1266
+ scratchCartesian2.x = imageRectangle.width;
1267
+ scratchCartesian2.y = imageRectangle.height;
1268
+ }
1269
+
1270
+ const compressedTexCoordsRange =
1271
+ AttributeCompression.compressTextureCoordinates(scratchCartesian2);
1272
+
1273
+ i = billboard._index;
1274
+ writer(i, eyeOffset.x, eyeOffset.y, eyeOffsetZ, compressedTexCoordsRange);
1275
+ } else {
1276
+ i = billboard._index * 4;
1277
+ writer(i + 0, eyeOffset.x, eyeOffset.y, eyeOffsetZ, 0.0);
1278
+ writer(i + 1, eyeOffset.x, eyeOffset.y, eyeOffsetZ, 0.0);
1279
+ writer(i + 2, eyeOffset.x, eyeOffset.y, eyeOffsetZ, 0.0);
1280
+ writer(i + 3, eyeOffset.x, eyeOffset.y, eyeOffsetZ, 0.0);
1281
+ }
1282
+ }
1283
+
1284
+ function writeScaleByDistance(
1285
+ billboardCollection,
1286
+ frameState,
1287
+ vafWriters,
1288
+ billboard,
1289
+ ) {
1290
+ let i;
1291
+ const writer = vafWriters[attributeLocations.scaleByDistance];
1292
+ let near = 0.0;
1293
+ let nearValue = 1.0;
1294
+ let far = 1.0;
1295
+ let farValue = 1.0;
1296
+
1297
+ const scale = billboard.scaleByDistance;
1298
+ if (defined(scale)) {
1299
+ near = scale.near;
1300
+ nearValue = scale.nearValue;
1301
+ far = scale.far;
1302
+ farValue = scale.farValue;
1303
+
1304
+ if (nearValue !== 1.0 || farValue !== 1.0) {
1305
+ // scale by distance calculation in shader need not be enabled
1306
+ // until a billboard with near and far !== 1.0 is found
1307
+ billboardCollection._shaderScaleByDistance = true;
1308
+ }
1309
+ }
1310
+
1311
+ if (billboardCollection._instanced) {
1312
+ i = billboard._index;
1313
+ writer(i, near, nearValue, far, farValue);
1314
+ } else {
1315
+ i = billboard._index * 4;
1316
+ writer(i + 0, near, nearValue, far, farValue);
1317
+ writer(i + 1, near, nearValue, far, farValue);
1318
+ writer(i + 2, near, nearValue, far, farValue);
1319
+ writer(i + 3, near, nearValue, far, farValue);
1320
+ }
1321
+ }
1322
+
1323
+ function writePixelOffsetScaleByDistance(
1324
+ billboardCollection,
1325
+ frameState,
1326
+ vafWriters,
1327
+ billboard,
1328
+ ) {
1329
+ let i;
1330
+ const writer = vafWriters[attributeLocations.pixelOffsetScaleByDistance];
1331
+ let near = 0.0;
1332
+ let nearValue = 1.0;
1333
+ let far = 1.0;
1334
+ let farValue = 1.0;
1335
+
1336
+ const pixelOffsetScale = billboard.pixelOffsetScaleByDistance;
1337
+ if (defined(pixelOffsetScale)) {
1338
+ near = pixelOffsetScale.near;
1339
+ nearValue = pixelOffsetScale.nearValue;
1340
+ far = pixelOffsetScale.far;
1341
+ farValue = pixelOffsetScale.farValue;
1342
+
1343
+ if (nearValue !== 1.0 || farValue !== 1.0) {
1344
+ // pixelOffsetScale by distance calculation in shader need not be enabled
1345
+ // until a billboard with near and far !== 1.0 is found
1346
+ billboardCollection._shaderPixelOffsetScaleByDistance = true;
1347
+ }
1348
+ }
1349
+
1350
+ if (billboardCollection._instanced) {
1351
+ i = billboard._index;
1352
+ writer(i, near, nearValue, far, farValue);
1353
+ } else {
1354
+ i = billboard._index * 4;
1355
+ writer(i + 0, near, nearValue, far, farValue);
1356
+ writer(i + 1, near, nearValue, far, farValue);
1357
+ writer(i + 2, near, nearValue, far, farValue);
1358
+ writer(i + 3, near, nearValue, far, farValue);
1359
+ }
1360
+ }
1361
+
1362
+ function writeCompressedAttribute3(
1363
+ billboardCollection,
1364
+ frameState,
1365
+ vafWriters,
1366
+ billboard,
1367
+ ) {
1368
+ let i;
1369
+ const writer = vafWriters[attributeLocations.compressedAttribute3];
1370
+ let near = 0.0;
1371
+ let far = Number.MAX_VALUE;
1372
+
1373
+ const distanceDisplayCondition = billboard.distanceDisplayCondition;
1374
+ if (defined(distanceDisplayCondition)) {
1375
+ near = distanceDisplayCondition.near;
1376
+ far = distanceDisplayCondition.far;
1377
+
1378
+ near *= near;
1379
+ far *= far;
1380
+
1381
+ billboardCollection._shaderDistanceDisplayCondition = true;
1382
+ }
1383
+
1384
+ let disableDepthTestDistance = billboard.disableDepthTestDistance;
1385
+ const clampToGround =
1386
+ isHeightReferenceClamp(billboard.heightReference) &&
1387
+ frameState.context.depthTexture;
1388
+
1389
+ disableDepthTestDistance *= disableDepthTestDistance;
1390
+ if (clampToGround || disableDepthTestDistance > 0.0) {
1391
+ billboardCollection._shaderDisableDepthDistance = true;
1392
+ if (disableDepthTestDistance === Number.POSITIVE_INFINITY) {
1393
+ disableDepthTestDistance = -1.0;
1394
+ }
1395
+ }
1396
+
1397
+ let imageHeight;
1398
+ let imageWidth;
1399
+
1400
+ if (!defined(billboard._labelDimensions)) {
1401
+ imageWidth = billboard.width ?? 0;
1402
+ imageHeight = billboard.height ?? 0;
1403
+ } else {
1404
+ imageWidth = billboard._labelDimensions.x;
1405
+ imageHeight = billboard._labelDimensions.y;
1406
+ }
1407
+
1408
+ const w = Math.floor(CesiumMath.clamp(imageWidth, 0.0, LEFT_SHIFT12));
1409
+ const h = Math.floor(CesiumMath.clamp(imageHeight, 0.0, LEFT_SHIFT12));
1410
+ const dimensions = w * LEFT_SHIFT12 + h;
1411
+
1412
+ if (billboardCollection._instanced) {
1413
+ i = billboard._index;
1414
+ writer(i, near, far, disableDepthTestDistance, dimensions);
1415
+ } else {
1416
+ i = billboard._index * 4;
1417
+ writer(i + 0, near, far, disableDepthTestDistance, dimensions);
1418
+ writer(i + 1, near, far, disableDepthTestDistance, dimensions);
1419
+ writer(i + 2, near, far, disableDepthTestDistance, dimensions);
1420
+ writer(i + 3, near, far, disableDepthTestDistance, dimensions);
1421
+ }
1422
+ }
1423
+
1424
+ function writeTextureCoordinateBoundsOrLabelTranslate(
1425
+ billboardCollection,
1426
+ frameState,
1427
+ vafWriters,
1428
+ billboard,
1429
+ ) {
1430
+ if (isHeightReferenceClamp(billboard.heightReference)) {
1431
+ const scene = billboardCollection._scene;
1432
+ const context = frameState.context;
1433
+ const globeTranslucent = frameState.globeTranslucencyState.translucent;
1434
+ const depthTestAgainstTerrain =
1435
+ defined(scene.globe) && scene.globe.depthTestAgainstTerrain;
1436
+
1437
+ // Only do manual depth test if the globe is opaque and writes depth
1438
+ billboardCollection._shaderClampToGround =
1439
+ context.depthTexture && !globeTranslucent && depthTestAgainstTerrain;
1440
+ }
1441
+ let i;
1442
+ const writer =
1443
+ vafWriters[attributeLocations.textureCoordinateBoundsOrLabelTranslate];
1444
+
1445
+ if (ContextLimits.maximumVertexTextureImageUnits > 0) {
1446
+ //write _labelTranslate, used by depth testing in the vertex shader
1447
+ let translateX = 0;
1448
+ let translateY = 0;
1449
+ if (defined(billboard._labelTranslate)) {
1450
+ translateX = billboard._labelTranslate.x;
1451
+ translateY = billboard._labelTranslate.y;
1452
+ }
1453
+ if (billboardCollection._instanced) {
1454
+ i = billboard._index;
1455
+ writer(i, translateX, translateY, 0.0, 0.0);
1456
+ } else {
1457
+ i = billboard._index * 4;
1458
+ writer(i + 0, translateX, translateY, 0.0, 0.0);
1459
+ writer(i + 1, translateX, translateY, 0.0, 0.0);
1460
+ writer(i + 2, translateX, translateY, 0.0, 0.0);
1461
+ writer(i + 3, translateX, translateY, 0.0, 0.0);
1462
+ }
1463
+ return;
1464
+ }
1465
+
1466
+ // Write texture coordinate bounds, used by depth testing in fragment shader
1467
+ let minX = 0;
1468
+ let minY = 0;
1469
+ let width = 0;
1470
+ let height = 0;
1471
+ if (billboard.ready) {
1472
+ const imageRectangle = billboard.computeTextureCoordinates(
1473
+ scratchBoundingRectangle,
1474
+ );
1475
+
1476
+ minX = imageRectangle.x;
1477
+ minY = imageRectangle.y;
1478
+ width = imageRectangle.width;
1479
+ height = imageRectangle.height;
1480
+ }
1481
+ const maxX = minX + width;
1482
+ const maxY = minY + height;
1483
+
1484
+ if (billboardCollection._instanced) {
1485
+ i = billboard._index;
1486
+ writer(i, minX, minY, maxX, maxY);
1487
+ } else {
1488
+ i = billboard._index * 4;
1489
+ writer(i + 0, minX, minY, maxX, maxY);
1490
+ writer(i + 1, minX, minY, maxX, maxY);
1491
+ writer(i + 2, minX, minY, maxX, maxY);
1492
+ writer(i + 3, minX, minY, maxX, maxY);
1493
+ }
1494
+ }
1495
+
1496
+ function writeBatchId(billboardCollection, frameState, vafWriters, billboard) {
1497
+ if (!defined(billboardCollection._batchTable)) {
1498
+ return;
1499
+ }
1500
+
1501
+ const writer = vafWriters[attributeLocations.a_batchId];
1502
+ const id = billboard._batchIndex;
1503
+
1504
+ let i;
1505
+ if (billboardCollection._instanced) {
1506
+ i = billboard._index;
1507
+ writer(i, id);
1508
+ } else {
1509
+ i = billboard._index * 4;
1510
+ writer(i + 0, id);
1511
+ writer(i + 1, id);
1512
+ writer(i + 2, id);
1513
+ writer(i + 3, id);
1514
+ }
1515
+ }
1516
+
1517
+ function writeSDF(billboardCollection, frameState, vafWriters, billboard) {
1518
+ if (!billboardCollection._sdf) {
1519
+ return;
1520
+ }
1521
+
1522
+ let i;
1523
+ const writer = vafWriters[attributeLocations.sdf];
1524
+
1525
+ const outlineColor = billboard.outlineColor;
1526
+ const outlineWidth = billboard.outlineWidth;
1527
+
1528
+ const red = Color.floatToByte(outlineColor.red);
1529
+ const green = Color.floatToByte(outlineColor.green);
1530
+ const blue = Color.floatToByte(outlineColor.blue);
1531
+ const compressed0 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
1532
+
1533
+ // Compute the relative outline distance
1534
+ const outlineDistance = outlineWidth / SDFSettings.RADIUS;
1535
+ const compressed1 =
1536
+ Color.floatToByte(outlineColor.alpha) * LEFT_SHIFT16 +
1537
+ Color.floatToByte(outlineDistance) * LEFT_SHIFT8;
1538
+
1539
+ if (billboardCollection._instanced) {
1540
+ i = billboard._index;
1541
+ writer(i, compressed0, compressed1);
1542
+ } else {
1543
+ i = billboard._index * 4;
1544
+ writer(i + 0, compressed0 + LOWER_LEFT, compressed1);
1545
+ writer(i + 1, compressed0 + LOWER_RIGHT, compressed1);
1546
+ writer(i + 2, compressed0 + UPPER_RIGHT, compressed1);
1547
+ writer(i + 3, compressed0 + UPPER_LEFT, compressed1);
1548
+ }
1549
+ }
1550
+
1551
+ function writeSplitDirection(
1552
+ billboardCollection,
1553
+ frameState,
1554
+ vafWriters,
1555
+ billboard,
1556
+ ) {
1557
+ const writer = vafWriters[attributeLocations.splitDirection];
1558
+ let direction = 0.0;
1559
+
1560
+ const split = billboard.splitDirection;
1561
+ if (defined(split)) {
1562
+ direction = split;
1563
+ }
1564
+
1565
+ let i;
1566
+ if (billboardCollection._instanced) {
1567
+ i = billboard._index;
1568
+ writer(i, direction);
1569
+ } else {
1570
+ i = billboard._index * 4;
1571
+ writer(i + 0, direction);
1572
+ writer(i + 1, direction);
1573
+ writer(i + 2, direction);
1574
+ writer(i + 3, direction);
1575
+ }
1576
+ }
1577
+
1578
+ function writeBillboard(
1579
+ billboardCollection,
1580
+ frameState,
1581
+ vafWriters,
1582
+ billboard,
1583
+ ) {
1584
+ writePositionScaleAndRotation(
1585
+ billboardCollection,
1586
+ frameState,
1587
+ vafWriters,
1588
+ billboard,
1589
+ );
1590
+ writeCompressedAttrib0(
1591
+ billboardCollection,
1592
+ frameState,
1593
+ vafWriters,
1594
+ billboard,
1595
+ );
1596
+ writeCompressedAttrib1(
1597
+ billboardCollection,
1598
+ frameState,
1599
+ vafWriters,
1600
+ billboard,
1601
+ );
1602
+ writeCompressedAttrib2(
1603
+ billboardCollection,
1604
+ frameState,
1605
+ vafWriters,
1606
+ billboard,
1607
+ );
1608
+ writeEyeOffset(billboardCollection, frameState, vafWriters, billboard);
1609
+ writeScaleByDistance(billboardCollection, frameState, vafWriters, billboard);
1610
+ writePixelOffsetScaleByDistance(
1611
+ billboardCollection,
1612
+ frameState,
1613
+ vafWriters,
1614
+ billboard,
1615
+ );
1616
+ writeCompressedAttribute3(
1617
+ billboardCollection,
1618
+ frameState,
1619
+ vafWriters,
1620
+ billboard,
1621
+ );
1622
+ writeTextureCoordinateBoundsOrLabelTranslate(
1623
+ billboardCollection,
1624
+ frameState,
1625
+ vafWriters,
1626
+ billboard,
1627
+ );
1628
+ writeBatchId(billboardCollection, frameState, vafWriters, billboard);
1629
+ writeSDF(billboardCollection, frameState, vafWriters, billboard);
1630
+ writeSplitDirection(billboardCollection, frameState, vafWriters, billboard);
1631
+ }
1632
+
1633
+ function recomputeActualPositions(
1634
+ billboardCollection,
1635
+ billboards,
1636
+ length,
1637
+ frameState,
1638
+ modelMatrix,
1639
+ recomputeBoundingVolume,
1640
+ ) {
1641
+ let boundingVolume;
1642
+ if (frameState.mode === SceneMode.SCENE3D) {
1643
+ boundingVolume = billboardCollection._baseVolume;
1644
+ billboardCollection._boundingVolumeDirty = true;
1645
+ } else {
1646
+ boundingVolume = billboardCollection._baseVolume2D;
1647
+ }
1648
+
1649
+ const positions = [];
1650
+ for (let i = 0; i < length; ++i) {
1651
+ const billboard = billboards[i];
1652
+ const position = billboard.position;
1653
+ const actualPosition = Billboard._computeActualPosition(
1654
+ billboard,
1655
+ position,
1656
+ frameState,
1657
+ modelMatrix,
1658
+ );
1659
+ if (defined(actualPosition)) {
1660
+ billboard._setActualPosition(actualPosition);
1661
+
1662
+ if (recomputeBoundingVolume) {
1663
+ positions.push(actualPosition);
1664
+ } else {
1665
+ BoundingSphere.expand(boundingVolume, actualPosition, boundingVolume);
1666
+ }
1667
+ }
1668
+ }
1669
+
1670
+ if (recomputeBoundingVolume) {
1671
+ BoundingSphere.fromPoints(positions, boundingVolume);
1672
+ }
1673
+ }
1674
+
1675
+ function updateMode(billboardCollection, frameState) {
1676
+ const mode = frameState.mode;
1677
+
1678
+ const billboards = billboardCollection._billboards;
1679
+ const billboardsToUpdate = billboardCollection._billboardsToUpdate;
1680
+ const modelMatrix = billboardCollection._modelMatrix;
1681
+
1682
+ if (
1683
+ billboardCollection._createVertexArray ||
1684
+ billboardCollection._mode !== mode ||
1685
+ (mode !== SceneMode.SCENE3D &&
1686
+ !Matrix4.equals(modelMatrix, billboardCollection.modelMatrix))
1687
+ ) {
1688
+ billboardCollection._mode = mode;
1689
+ Matrix4.clone(billboardCollection.modelMatrix, modelMatrix);
1690
+ billboardCollection._createVertexArray = true;
1691
+
1692
+ if (
1693
+ mode === SceneMode.SCENE3D ||
1694
+ mode === SceneMode.SCENE2D ||
1695
+ mode === SceneMode.COLUMBUS_VIEW
1696
+ ) {
1697
+ recomputeActualPositions(
1698
+ billboardCollection,
1699
+ billboards,
1700
+ billboards.length,
1701
+ frameState,
1702
+ modelMatrix,
1703
+ true,
1704
+ );
1705
+ }
1706
+ } else if (mode === SceneMode.MORPHING) {
1707
+ recomputeActualPositions(
1708
+ billboardCollection,
1709
+ billboards,
1710
+ billboards.length,
1711
+ frameState,
1712
+ modelMatrix,
1713
+ true,
1714
+ );
1715
+ } else if (mode === SceneMode.SCENE2D || mode === SceneMode.COLUMBUS_VIEW) {
1716
+ recomputeActualPositions(
1717
+ billboardCollection,
1718
+ billboardsToUpdate,
1719
+ billboardCollection._billboardsToUpdateIndex,
1720
+ frameState,
1721
+ modelMatrix,
1722
+ false,
1723
+ );
1724
+ }
1725
+ }
1726
+
1727
+ function updateBoundingVolume(collection, frameState, boundingVolume) {
1728
+ let pixelScale = 1.0;
1729
+ if (!collection._allSizedInMeters || collection._maxPixelOffset !== 0.0) {
1730
+ pixelScale = frameState.camera.getPixelSize(
1731
+ boundingVolume,
1732
+ frameState.context.drawingBufferWidth,
1733
+ frameState.context.drawingBufferHeight,
1734
+ );
1735
+ }
1736
+
1737
+ let size = pixelScale * collection._maxScale * collection._maxSize * 2.0;
1738
+ if (collection._allHorizontalCenter && collection._allVerticalCenter) {
1739
+ size *= 0.5;
1740
+ }
1741
+
1742
+ const offset =
1743
+ pixelScale * collection._maxPixelOffset + collection._maxEyeOffset;
1744
+ boundingVolume.radius += size + offset;
1745
+ }
1746
+
1747
+ function createDebugCommand(billboardCollection, context) {
1748
+ const fs =
1749
+ "uniform sampler2D billboard_texture; \n" +
1750
+ "in vec2 v_textureCoordinates; \n" +
1751
+ "void main() \n" +
1752
+ "{ \n" +
1753
+ " out_FragColor = texture(billboard_texture, v_textureCoordinates); \n" +
1754
+ "} \n";
1755
+
1756
+ const drawCommand = context.createViewportQuadCommand(fs, {
1757
+ uniformMap: {
1758
+ billboard_texture: function () {
1759
+ return billboardCollection.textureAtlas.texture;
1760
+ },
1761
+ },
1762
+ });
1763
+ drawCommand.pass = Pass.OVERLAY;
1764
+ return drawCommand;
1765
+ }
1766
+
1767
+ const scratchWriterArray = [];
1768
+
1769
+ /**
1770
+ * Called when {@link Viewer} or {@link CesiumWidget} render the scene to
1771
+ * get the draw commands needed to render this primitive.
1772
+ * <p>
1773
+ * Do not call this function directly. This is documented just to
1774
+ * list the exceptions that may be propagated when the scene is rendered:
1775
+ * </p>
1776
+ *
1777
+ * @exception {RuntimeError} image with id must be in the atlas.
1778
+ */
1779
+ BillboardCollection.prototype.update = function (frameState) {
1780
+ removeBillboards(this);
1781
+
1782
+ if (!this.show) {
1783
+ return;
1784
+ }
1785
+
1786
+ const context = frameState.context;
1787
+ this._instanced = context.instancedArrays;
1788
+ attributeLocations = this._instanced
1789
+ ? attributeLocationsInstanced
1790
+ : attributeLocationsBatched;
1791
+ getIndexBuffer = this._instanced
1792
+ ? getIndexBufferInstanced
1793
+ : getIndexBufferBatched;
1794
+
1795
+ let billboards = this._billboards;
1796
+ let billboardsLength = billboards.length;
1797
+ let allBillboardsReady = true;
1798
+ for (let i = 0; i < billboardsLength; ++i) {
1799
+ const billboard = billboards[i];
1800
+ if (defined(billboard.loadError)) {
1801
+ console.error(
1802
+ `Error loading image for billboard: ${billboard.loadError}`,
1803
+ );
1804
+ billboard.image = undefined;
1805
+ }
1806
+
1807
+ if (billboard.textureDirty) {
1808
+ this._updateBillboard(billboard, IMAGE_INDEX_INDEX);
1809
+ }
1810
+
1811
+ if (billboard.show) {
1812
+ allBillboardsReady = allBillboardsReady && billboard.ready;
1813
+ }
1814
+ }
1815
+
1816
+ // Queue any texture resource updates for after the frame is rendered
1817
+ const textureAtlas = this._textureAtlas;
1818
+ frameState.afterRender.push(() => {
1819
+ if (this.isDestroyed()) {
1820
+ return;
1821
+ }
1822
+
1823
+ return textureAtlas.update(frameState.context);
1824
+ });
1825
+
1826
+ if (!defined(textureAtlas.texture)) {
1827
+ // Can't write billboard vertices until the texture atlas
1828
+ // has been updated once
1829
+ return;
1830
+ }
1831
+
1832
+ updateMode(this, frameState);
1833
+
1834
+ billboards = this._billboards;
1835
+ billboardsLength = billboards.length;
1836
+ const billboardsToUpdate = this._billboardsToUpdate;
1837
+ const billboardsToUpdateLength = this._billboardsToUpdateIndex;
1838
+
1839
+ const properties = this._propertiesChanged;
1840
+
1841
+ const textureAtlasGUID = textureAtlas.guid;
1842
+ const createVertexArray =
1843
+ this._createVertexArray || this._textureAtlasGUID !== textureAtlasGUID;
1844
+ this._textureAtlasGUID = textureAtlasGUID;
1845
+
1846
+ let vafWriters;
1847
+ const pass = frameState.passes;
1848
+ const picking = pass.pick;
1849
+
1850
+ // PERFORMANCE_IDEA: Round robin multiple buffers.
1851
+ if (createVertexArray || (!picking && this.computeNewBuffersUsage())) {
1852
+ this._createVertexArray = false;
1853
+
1854
+ for (let k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
1855
+ properties[k] = 0;
1856
+ }
1857
+
1858
+ this._vaf = this._vaf && this._vaf.destroy();
1859
+
1860
+ if (billboardsLength > 0) {
1861
+ // PERFORMANCE_IDEA: Instead of creating a new one, resize like std::vector.
1862
+ this._vaf = createVAF(
1863
+ context,
1864
+ billboardsLength,
1865
+ this._buffersUsage,
1866
+ this._instanced,
1867
+ this._batchTable,
1868
+ this._sdf,
1869
+ );
1870
+ vafWriters = this._vaf.writers;
1871
+
1872
+ // Rewrite entire buffer if billboards were added or removed.
1873
+ for (let i = 0; i < billboardsLength; ++i) {
1874
+ const billboard = this._billboards[i];
1875
+ billboard._dirty = false; // In case it needed an update.
1876
+ billboard.textureDirty = false;
1877
+ writeBillboard(this, frameState, vafWriters, billboard);
1878
+ }
1879
+
1880
+ // Different billboard collections share the same index buffer.
1881
+ this._vaf.commit(getIndexBuffer(context));
1882
+ }
1883
+
1884
+ this._billboardsToUpdateIndex = 0;
1885
+ } else if (billboardsToUpdateLength > 0) {
1886
+ // Billboards were modified, but none were added or removed.
1887
+ const writers = scratchWriterArray;
1888
+ writers.length = 0;
1889
+
1890
+ if (
1891
+ properties[POSITION_INDEX] ||
1892
+ properties[ROTATION_INDEX] ||
1893
+ properties[SCALE_INDEX]
1894
+ ) {
1895
+ writers.push(writePositionScaleAndRotation);
1896
+ }
1897
+
1898
+ if (
1899
+ properties[IMAGE_INDEX_INDEX] ||
1900
+ properties[PIXEL_OFFSET_INDEX] ||
1901
+ properties[HORIZONTAL_ORIGIN_INDEX] ||
1902
+ properties[VERTICAL_ORIGIN_INDEX] ||
1903
+ properties[SHOW_INDEX]
1904
+ ) {
1905
+ writers.push(writeCompressedAttrib0);
1906
+ if (this._instanced) {
1907
+ writers.push(writeEyeOffset);
1908
+ }
1909
+ }
1910
+
1911
+ if (
1912
+ properties[IMAGE_INDEX_INDEX] ||
1913
+ properties[ALIGNED_AXIS_INDEX] ||
1914
+ properties[TRANSLUCENCY_BY_DISTANCE_INDEX]
1915
+ ) {
1916
+ writers.push(writeCompressedAttrib1);
1917
+ writers.push(writeCompressedAttrib2);
1918
+ }
1919
+
1920
+ if (properties[IMAGE_INDEX_INDEX] || properties[COLOR_INDEX]) {
1921
+ writers.push(writeCompressedAttrib2);
1922
+ }
1923
+
1924
+ if (properties[IMAGE_INDEX_INDEX] || properties[EYE_OFFSET_INDEX]) {
1925
+ writers.push(writeEyeOffset);
1926
+ }
1927
+
1928
+ if (properties[SCALE_BY_DISTANCE_INDEX]) {
1929
+ writers.push(writeScaleByDistance);
1930
+ }
1931
+
1932
+ if (properties[PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX]) {
1933
+ writers.push(writePixelOffsetScaleByDistance);
1934
+ }
1935
+
1936
+ if (
1937
+ properties[DISTANCE_DISPLAY_CONDITION_INDEX] ||
1938
+ properties[DISABLE_DEPTH_DISTANCE] ||
1939
+ properties[IMAGE_INDEX_INDEX] ||
1940
+ properties[POSITION_INDEX]
1941
+ ) {
1942
+ writers.push(writeCompressedAttribute3);
1943
+ }
1944
+
1945
+ if (properties[IMAGE_INDEX_INDEX] || properties[POSITION_INDEX]) {
1946
+ writers.push(writeTextureCoordinateBoundsOrLabelTranslate);
1947
+ }
1948
+
1949
+ if (properties[SDF_INDEX]) {
1950
+ writers.push(writeSDF);
1951
+ }
1952
+
1953
+ if (properties[SPLIT_DIRECTION_INDEX]) {
1954
+ writers.push(writeSplitDirection);
1955
+ }
1956
+
1957
+ const numWriters = writers.length;
1958
+ vafWriters = this._vaf.writers;
1959
+
1960
+ if (billboardsToUpdateLength / billboardsLength > 0.1) {
1961
+ // If more than 10% of billboard change, rewrite the entire buffer.
1962
+
1963
+ // PERFORMANCE_IDEA: I totally made up 10% :).
1964
+
1965
+ for (let m = 0; m < billboardsToUpdateLength; ++m) {
1966
+ const b = billboardsToUpdate[m];
1967
+ b._dirty = false;
1968
+ b.textureDirty = false;
1969
+
1970
+ for (let n = 0; n < numWriters; ++n) {
1971
+ writers[n](this, frameState, vafWriters, b);
1972
+ }
1973
+ }
1974
+ this._vaf.commit(getIndexBuffer(context));
1975
+ } else {
1976
+ for (let h = 0; h < billboardsToUpdateLength; ++h) {
1977
+ const bb = billboardsToUpdate[h];
1978
+ bb._dirty = false;
1979
+ bb.textureDirty = false;
1980
+
1981
+ for (let o = 0; o < numWriters; ++o) {
1982
+ writers[o](this, frameState, vafWriters, bb);
1983
+ }
1984
+
1985
+ if (this._instanced) {
1986
+ this._vaf.subCommit(bb._index, 1);
1987
+ } else {
1988
+ this._vaf.subCommit(bb._index * 4, 4);
1989
+ }
1990
+ }
1991
+ this._vaf.endSubCommits();
1992
+ }
1993
+
1994
+ this._billboardsToUpdateIndex = 0;
1995
+ }
1996
+
1997
+ // If the number of total billboards ever shrinks considerably
1998
+ // Truncate billboardsToUpdate so that we free memory that we're
1999
+ // not going to be using.
2000
+ if (billboardsToUpdateLength > billboardsLength * 1.5) {
2001
+ billboardsToUpdate.length = billboardsLength;
2002
+ }
2003
+
2004
+ if (!defined(this._vaf) || !defined(this._vaf.va)) {
2005
+ return;
2006
+ }
2007
+
2008
+ if (this._boundingVolumeDirty) {
2009
+ this._boundingVolumeDirty = false;
2010
+ BoundingSphere.transform(
2011
+ this._baseVolume,
2012
+ this.modelMatrix,
2013
+ this._baseVolumeWC,
2014
+ );
2015
+ }
2016
+
2017
+ let boundingVolume;
2018
+ let modelMatrix = Matrix4.IDENTITY;
2019
+ if (frameState.mode === SceneMode.SCENE3D) {
2020
+ modelMatrix = this.modelMatrix;
2021
+ boundingVolume = BoundingSphere.clone(
2022
+ this._baseVolumeWC,
2023
+ this._boundingVolume,
2024
+ );
2025
+ } else {
2026
+ boundingVolume = BoundingSphere.clone(
2027
+ this._baseVolume2D,
2028
+ this._boundingVolume,
2029
+ );
2030
+ }
2031
+ updateBoundingVolume(this, frameState, boundingVolume);
2032
+
2033
+ const blendOptionChanged = this._blendOption !== this.blendOption;
2034
+ this._blendOption = this.blendOption;
2035
+
2036
+ if (blendOptionChanged) {
2037
+ if (
2038
+ this._blendOption === BlendOption.OPAQUE ||
2039
+ this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT
2040
+ ) {
2041
+ this._rsOpaque = RenderState.fromCache({
2042
+ depthTest: {
2043
+ enabled: true,
2044
+ func: WebGLConstants.LESS,
2045
+ },
2046
+ depthMask: true,
2047
+ });
2048
+ } else {
2049
+ this._rsOpaque = undefined;
2050
+ }
2051
+
2052
+ // If OPAQUE_AND_TRANSLUCENT is in use, only the opaque pass gets the benefit of the depth buffer,
2053
+ // not the translucent pass. Otherwise, if the TRANSLUCENT pass is on its own, it turns on
2054
+ // a depthMask in lieu of full depth sorting (because it has opaque-ish fragments that look bad in OIT).
2055
+ const useTranslucentDepthMask =
2056
+ this._blendOption === BlendOption.TRANSLUCENT;
2057
+
2058
+ if (
2059
+ this._blendOption === BlendOption.TRANSLUCENT ||
2060
+ this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT
2061
+ ) {
2062
+ this._rsTranslucent = RenderState.fromCache({
2063
+ depthTest: {
2064
+ enabled: true,
2065
+ func: useTranslucentDepthMask
2066
+ ? WebGLConstants.LEQUAL
2067
+ : WebGLConstants.LESS,
2068
+ },
2069
+ depthMask: useTranslucentDepthMask,
2070
+ blending: BlendingState.ALPHA_BLEND,
2071
+ });
2072
+ } else {
2073
+ this._rsTranslucent = undefined;
2074
+ }
2075
+ }
2076
+
2077
+ this._shaderDisableDepthDistance =
2078
+ this._shaderDisableDepthDistance ||
2079
+ frameState.minimumDisableDepthTestDistance !== 0.0;
2080
+
2081
+ let vsSource;
2082
+ let fsSource;
2083
+ let vs;
2084
+ let fs;
2085
+ let vertDefines;
2086
+
2087
+ const supportVSTextureReads =
2088
+ ContextLimits.maximumVertexTextureImageUnits > 0;
2089
+
2090
+ if (
2091
+ blendOptionChanged ||
2092
+ this._shaderRotation !== this._compiledShaderRotation ||
2093
+ this._shaderAlignedAxis !== this._compiledShaderAlignedAxis ||
2094
+ this._shaderScaleByDistance !== this._compiledShaderScaleByDistance ||
2095
+ this._shaderTranslucencyByDistance !==
2096
+ this._compiledShaderTranslucencyByDistance ||
2097
+ this._shaderPixelOffsetScaleByDistance !==
2098
+ this._compiledShaderPixelOffsetScaleByDistance ||
2099
+ this._shaderDistanceDisplayCondition !==
2100
+ this._compiledShaderDistanceDisplayCondition ||
2101
+ this._shaderDisableDepthDistance !==
2102
+ this._compiledShaderDisableDepthDistance ||
2103
+ this._shaderClampToGround !== this._compiledShaderClampToGround ||
2104
+ this._sdf !== this._compiledSDF
2105
+ ) {
2106
+ vsSource = BillboardCollectionVS;
2107
+ fsSource = BillboardCollectionFS;
2108
+
2109
+ vertDefines = [];
2110
+ if (defined(this._batchTable)) {
2111
+ vertDefines.push("VECTOR_TILE");
2112
+ vsSource = this._batchTable.getVertexShaderCallback(
2113
+ false,
2114
+ "a_batchId",
2115
+ undefined,
2116
+ )(vsSource);
2117
+ fsSource = this._batchTable.getFragmentShaderCallback(
2118
+ false,
2119
+ undefined,
2120
+ )(fsSource);
2121
+ }
2122
+
2123
+ vs = new ShaderSource({
2124
+ defines: vertDefines,
2125
+ sources: [vsSource],
2126
+ });
2127
+ if (this._instanced) {
2128
+ vs.defines.push("INSTANCED");
2129
+ }
2130
+ if (this._shaderRotation) {
2131
+ vs.defines.push("ROTATION");
2132
+ }
2133
+ if (this._shaderAlignedAxis) {
2134
+ vs.defines.push("ALIGNED_AXIS");
2135
+ }
2136
+ if (this._shaderScaleByDistance) {
2137
+ vs.defines.push("EYE_DISTANCE_SCALING");
2138
+ }
2139
+ if (this._shaderTranslucencyByDistance) {
2140
+ vs.defines.push("EYE_DISTANCE_TRANSLUCENCY");
2141
+ }
2142
+ if (this._shaderPixelOffsetScaleByDistance) {
2143
+ vs.defines.push("EYE_DISTANCE_PIXEL_OFFSET");
2144
+ }
2145
+ if (this._shaderDistanceDisplayCondition) {
2146
+ vs.defines.push("DISTANCE_DISPLAY_CONDITION");
2147
+ }
2148
+ if (this._shaderDisableDepthDistance) {
2149
+ vs.defines.push("DISABLE_DEPTH_DISTANCE");
2150
+ }
2151
+ if (this._shaderClampToGround) {
2152
+ if (supportVSTextureReads) {
2153
+ vs.defines.push("VS_THREE_POINT_DEPTH_CHECK");
2154
+ } else {
2155
+ vs.defines.push("FS_THREE_POINT_DEPTH_CHECK");
2156
+ }
2157
+ }
2158
+
2159
+ const sdfEdge = 1.0 - SDFSettings.CUTOFF;
2160
+
2161
+ if (this._sdf) {
2162
+ vs.defines.push("SDF");
2163
+ }
2164
+
2165
+ const vectorFragDefine = defined(this._batchTable) ? "VECTOR_TILE" : "";
2166
+
2167
+ if (this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) {
2168
+ fs = new ShaderSource({
2169
+ defines: ["OPAQUE", vectorFragDefine],
2170
+ sources: [fsSource],
2171
+ });
2172
+ if (this._shaderClampToGround) {
2173
+ if (supportVSTextureReads) {
2174
+ fs.defines.push("VS_THREE_POINT_DEPTH_CHECK");
2175
+ } else {
2176
+ fs.defines.push("FS_THREE_POINT_DEPTH_CHECK");
2177
+ }
2178
+ }
2179
+
2180
+ if (this._sdf) {
2181
+ fs.defines.push("SDF");
2182
+ fs.defines.push(`SDF_EDGE ${sdfEdge}`);
2183
+ }
2184
+
2185
+ this._sp = ShaderProgram.replaceCache({
2186
+ context: context,
2187
+ shaderProgram: this._sp,
2188
+ vertexShaderSource: vs,
2189
+ fragmentShaderSource: fs,
2190
+ attributeLocations: attributeLocations,
2191
+ });
2192
+
2193
+ fs = new ShaderSource({
2194
+ defines: ["TRANSLUCENT", vectorFragDefine],
2195
+ sources: [fsSource],
2196
+ });
2197
+ if (this._shaderClampToGround) {
2198
+ if (supportVSTextureReads) {
2199
+ fs.defines.push("VS_THREE_POINT_DEPTH_CHECK");
2200
+ } else {
2201
+ fs.defines.push("FS_THREE_POINT_DEPTH_CHECK");
2202
+ }
2203
+ }
2204
+ if (this._sdf) {
2205
+ fs.defines.push("SDF");
2206
+ fs.defines.push(`SDF_EDGE ${sdfEdge}`);
2207
+ }
2208
+ this._spTranslucent = ShaderProgram.replaceCache({
2209
+ context: context,
2210
+ shaderProgram: this._spTranslucent,
2211
+ vertexShaderSource: vs,
2212
+ fragmentShaderSource: fs,
2213
+ attributeLocations: attributeLocations,
2214
+ });
2215
+ }
2216
+
2217
+ if (this._blendOption === BlendOption.OPAQUE) {
2218
+ fs = new ShaderSource({
2219
+ defines: [vectorFragDefine],
2220
+ sources: [fsSource],
2221
+ });
2222
+ if (this._shaderClampToGround) {
2223
+ if (supportVSTextureReads) {
2224
+ fs.defines.push("VS_THREE_POINT_DEPTH_CHECK");
2225
+ } else {
2226
+ fs.defines.push("FS_THREE_POINT_DEPTH_CHECK");
2227
+ }
2228
+ }
2229
+ if (this._sdf) {
2230
+ fs.defines.push("SDF");
2231
+ fs.defines.push(`SDF_EDGE ${sdfEdge}`);
2232
+ }
2233
+ this._sp = ShaderProgram.replaceCache({
2234
+ context: context,
2235
+ shaderProgram: this._sp,
2236
+ vertexShaderSource: vs,
2237
+ fragmentShaderSource: fs,
2238
+ attributeLocations: attributeLocations,
2239
+ });
2240
+ }
2241
+
2242
+ if (this._blendOption === BlendOption.TRANSLUCENT) {
2243
+ fs = new ShaderSource({
2244
+ defines: [vectorFragDefine],
2245
+ sources: [fsSource],
2246
+ });
2247
+ if (this._shaderClampToGround) {
2248
+ if (supportVSTextureReads) {
2249
+ fs.defines.push("VS_THREE_POINT_DEPTH_CHECK");
2250
+ } else {
2251
+ fs.defines.push("FS_THREE_POINT_DEPTH_CHECK");
2252
+ }
2253
+ }
2254
+ if (this._sdf) {
2255
+ fs.defines.push("SDF");
2256
+ fs.defines.push(`SDF_EDGE ${sdfEdge}`);
2257
+ }
2258
+ this._spTranslucent = ShaderProgram.replaceCache({
2259
+ context: context,
2260
+ shaderProgram: this._spTranslucent,
2261
+ vertexShaderSource: vs,
2262
+ fragmentShaderSource: fs,
2263
+ attributeLocations: attributeLocations,
2264
+ });
2265
+ }
2266
+
2267
+ this._compiledShaderRotation = this._shaderRotation;
2268
+ this._compiledShaderAlignedAxis = this._shaderAlignedAxis;
2269
+ this._compiledShaderScaleByDistance = this._shaderScaleByDistance;
2270
+ this._compiledShaderTranslucencyByDistance =
2271
+ this._shaderTranslucencyByDistance;
2272
+ this._compiledShaderPixelOffsetScaleByDistance =
2273
+ this._shaderPixelOffsetScaleByDistance;
2274
+ this._compiledShaderDistanceDisplayCondition =
2275
+ this._shaderDistanceDisplayCondition;
2276
+ this._compiledShaderDisableDepthDistance = this._shaderDisableDepthDistance;
2277
+ this._compiledShaderClampToGround = this._shaderClampToGround;
2278
+ this._compiledSDF = this._sdf;
2279
+ }
2280
+
2281
+ const commandList = frameState.commandList;
2282
+
2283
+ if (pass.render || pass.pick) {
2284
+ const colorList = this._colorCommands;
2285
+
2286
+ const opaque = this._blendOption === BlendOption.OPAQUE;
2287
+ const opaqueAndTranslucent =
2288
+ this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT;
2289
+
2290
+ const va = this._vaf.va;
2291
+ const vaLength = va.length;
2292
+
2293
+ let uniforms = this._uniforms;
2294
+ let pickId;
2295
+ if (defined(this._batchTable)) {
2296
+ uniforms = this._batchTable.getUniformMapCallback()(uniforms);
2297
+ pickId = this._batchTable.getPickId();
2298
+ } else {
2299
+ pickId = "v_pickColor";
2300
+ }
2301
+
2302
+ colorList.length = vaLength;
2303
+ const totalLength = opaqueAndTranslucent ? vaLength * 2 : vaLength;
2304
+ for (let j = 0; j < totalLength; ++j) {
2305
+ let command = colorList[j];
2306
+ if (!defined(command)) {
2307
+ command = colorList[j] = new DrawCommand();
2308
+ }
2309
+
2310
+ const opaqueCommand = opaque || (opaqueAndTranslucent && j % 2 === 0);
2311
+
2312
+ command.pass =
2313
+ opaqueCommand || !opaqueAndTranslucent ? Pass.OPAQUE : Pass.TRANSLUCENT;
2314
+ command.owner = this;
2315
+
2316
+ const index = opaqueAndTranslucent ? Math.floor(j / 2.0) : j;
2317
+ command.boundingVolume = boundingVolume;
2318
+ command.modelMatrix = modelMatrix;
2319
+ command.count = va[index].indicesCount;
2320
+ command.shaderProgram = opaqueCommand ? this._sp : this._spTranslucent;
2321
+ command.uniformMap = uniforms;
2322
+ command.vertexArray = va[index].va;
2323
+ command.renderState = opaqueCommand
2324
+ ? this._rsOpaque
2325
+ : this._rsTranslucent;
2326
+ command.debugShowBoundingVolume = this.debugShowBoundingVolume;
2327
+ command.pickId = pickId;
2328
+
2329
+ if (this._instanced) {
2330
+ command.count = 6;
2331
+ command.instanceCount = billboardsLength;
2332
+ }
2333
+
2334
+ commandList.push(command);
2335
+ }
2336
+
2337
+ if (this.debugShowTextureAtlas) {
2338
+ if (!defined(this.debugCommand)) {
2339
+ this.debugCommand = createDebugCommand(this, frameState.context);
2340
+ }
2341
+
2342
+ commandList.push(this.debugCommand);
2343
+ }
2344
+ }
2345
+
2346
+ this._allBillboardsReady = allBillboardsReady;
2347
+ };
2348
+
2349
+ /**
2350
+ * Returns true if this object was destroyed; otherwise, false.
2351
+ * <br /><br />
2352
+ * If this object was destroyed, it should not be used; calling any function other than
2353
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
2354
+ *
2355
+ * @returns {boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
2356
+ *
2357
+ * @see BillboardCollection#destroy
2358
+ */
2359
+ BillboardCollection.prototype.isDestroyed = function () {
2360
+ return false;
2361
+ };
2362
+
2363
+ /**
2364
+ * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
2365
+ * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
2366
+ * <br /><br />
2367
+ * Once an object is destroyed, it should not be used; calling any function other than
2368
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
2369
+ * assign the return value (<code>undefined</code>) to the object as done in the example.
2370
+ *
2371
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
2372
+ *
2373
+ *
2374
+ * @example
2375
+ * billboards = billboards && billboards.destroy();
2376
+ *
2377
+ * @see BillboardCollection#isDestroyed
2378
+ */
2379
+ BillboardCollection.prototype.destroy = function () {
2380
+ if (defined(this._removeCallbackFunc)) {
2381
+ this._removeCallbackFunc();
2382
+ this._removeCallbackFunc = undefined;
2383
+ }
2384
+
2385
+ this._textureAtlas =
2386
+ this._destroyTextureAtlas &&
2387
+ this._textureAtlas &&
2388
+ this._textureAtlas.destroy();
2389
+ this._sp = this._sp && this._sp.destroy();
2390
+ this._spTranslucent = this._spTranslucent && this._spTranslucent.destroy();
2391
+ this._vaf = this._vaf && this._vaf.destroy();
2392
+ destroyBillboards(this._billboards);
2393
+
2394
+ return destroyObject(this);
2395
+ };
2396
+ export default BillboardCollection;