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
  2028. package/Source/Widget/CesiumWidget.js +1606 -0
  2029. package/Source/Widget/lighter.css +14 -0
  2030. package/Source/Workers/combineGeometry.js +13 -0
  2031. package/Source/Workers/createBoxGeometry.js +10 -0
  2032. package/Source/Workers/createBoxOutlineGeometry.js +10 -0
  2033. package/Source/Workers/createCircleGeometry.js +18 -0
  2034. package/Source/Workers/createCircleOutlineGeometry.js +18 -0
  2035. package/Source/Workers/createCoplanarPolygonGeometry.js +10 -0
  2036. package/Source/Workers/createCoplanarPolygonOutlineGeometry.js +15 -0
  2037. package/Source/Workers/createCorridorGeometry.js +12 -0
  2038. package/Source/Workers/createCorridorOutlineGeometry.js +17 -0
  2039. package/Source/Workers/createCylinderGeometry.js +10 -0
  2040. package/Source/Workers/createCylinderOutlineGeometry.js +10 -0
  2041. package/Source/Workers/createEllipseGeometry.js +14 -0
  2042. package/Source/Workers/createEllipseOutlineGeometry.js +14 -0
  2043. package/Source/Workers/createEllipsoidGeometry.js +10 -0
  2044. package/Source/Workers/createEllipsoidOutlineGeometry.js +13 -0
  2045. package/Source/Workers/createFrustumGeometry.js +10 -0
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  2047. package/Source/Workers/createGeometry.js +78 -0
  2048. package/Source/Workers/createGroundPolylineGeometry.js +16 -0
  2049. package/Source/Workers/createPlaneGeometry.js +10 -0
  2050. package/Source/Workers/createPlaneOutlineGeometry.js +10 -0
  2051. package/Source/Workers/createPolygonGeometry.js +12 -0
  2052. package/Source/Workers/createPolygonOutlineGeometry.js +12 -0
  2053. package/Source/Workers/createPolylineGeometry.js +12 -0
  2054. package/Source/Workers/createPolylineVolumeGeometry.js +17 -0
  2055. package/Source/Workers/createPolylineVolumeOutlineGeometry.js +22 -0
  2056. package/Source/Workers/createRectangleGeometry.js +14 -0
  2057. package/Source/Workers/createRectangleOutlineGeometry.js +17 -0
  2058. package/Source/Workers/createSimplePolylineGeometry.js +17 -0
  2059. package/Source/Workers/createSphereGeometry.js +10 -0
  2060. package/Source/Workers/createSphereOutlineGeometry.js +10 -0
  2061. package/Source/Workers/createTaskProcessorWorker.js +113 -0
  2062. package/Source/Workers/createVectorTileClampedPolylines.js +541 -0
  2063. package/Source/Workers/createVectorTileGeometries.js +414 -0
  2064. package/Source/Workers/createVectorTilePoints.js +81 -0
  2065. package/Source/Workers/createVectorTilePolygons.js +412 -0
  2066. package/Source/Workers/createVectorTilePolylines.js +210 -0
  2067. package/Source/Workers/createVerticesFromCesium3DTilesTerrain.js +46 -0
  2068. package/Source/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +651 -0
  2069. package/Source/Workers/createVerticesFromHeightmap.js +53 -0
  2070. package/Source/Workers/createVerticesFromQuantizedTerrainMesh.js +549 -0
  2071. package/Source/Workers/createWallGeometry.js +12 -0
  2072. package/Source/Workers/createWallOutlineGeometry.js +12 -0
  2073. package/Source/Workers/decodeDraco.js +383 -0
  2074. package/Source/Workers/decodeGoogleEarthEnterprisePacket.js +268 -0
  2075. package/Source/Workers/decodeI3S.js +1652 -0
  2076. package/Source/Workers/gaussianSplatSorter.js +34 -0
  2077. package/Source/Workers/gaussianSplatTextureGenerator.js +39 -0
  2078. package/Source/Workers/incrementallyBuildTerrainPicker.js +108 -0
  2079. package/Source/Workers/transcodeKTX2.js +308 -0
  2080. package/Source/Workers/transferTypedArrayTest.js +16 -0
  2081. package/Source/Workers/upsampleQuantizedTerrainMesh.js +681 -0
  2082. package/Source/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +55 -0
  2083. package/index.d.ts +46026 -0
  2084. package/index.js +1227 -0
  2085. package/package.json +79 -0
@@ -0,0 +1,1387 @@
1
+ import ColorGeometryInstanceAttribute from "../Core/ColorGeometryInstanceAttribute.js";
2
+ import combine from "../Core/combine.js";
3
+ import Frozen from "../Core/Frozen.js";
4
+ import defined from "../Core/defined.js";
5
+ import destroyObject from "../Core/destroyObject.js";
6
+ import DeveloperError from "../Core/DeveloperError.js";
7
+ import GeometryInstance from "../Core/GeometryInstance.js";
8
+ import DrawCommand from "../Renderer/DrawCommand.js";
9
+ import Pass from "../Renderer/Pass.js";
10
+ import RenderState from "../Renderer/RenderState.js";
11
+ import ShaderProgram from "../Renderer/ShaderProgram.js";
12
+ import ShaderSource from "../Renderer/ShaderSource.js";
13
+ import ShadowVolumeAppearanceVS from "../Shaders/ShadowVolumeAppearanceVS.js";
14
+ import ShadowVolumeFS from "../Shaders/ShadowVolumeFS.js";
15
+ import BlendingState from "./BlendingState.js";
16
+ import ClassificationType from "./ClassificationType.js";
17
+ import DepthFunction from "./DepthFunction.js";
18
+ import PerInstanceColorAppearance from "./PerInstanceColorAppearance.js";
19
+ import Primitive from "./Primitive.js";
20
+ import SceneMode from "./SceneMode.js";
21
+ import ShadowVolumeAppearance from "./ShadowVolumeAppearance.js";
22
+ import StencilConstants from "./StencilConstants.js";
23
+ import StencilFunction from "./StencilFunction.js";
24
+ import StencilOperation from "./StencilOperation.js";
25
+
26
+ /**
27
+ * A classification primitive represents a volume enclosing geometry in the {@link Scene} to be highlighted.
28
+ * <p>
29
+ * A primitive combines geometry instances with an {@link Appearance} that describes the full shading, including
30
+ * {@link Material} and {@link RenderState}. Roughly, the geometry instance defines the structure and placement,
31
+ * and the appearance defines the visual characteristics. Decoupling geometry and appearance allows us to mix
32
+ * and match most of them and add a new geometry or appearance independently of each other.
33
+ * Only {@link PerInstanceColorAppearance} with the same color across all instances is supported at this time when using
34
+ * ClassificationPrimitive directly.
35
+ * For full {@link Appearance} support when classifying terrain or 3D Tiles use {@link GroundPrimitive} instead.
36
+ * </p>
37
+ * <p>
38
+ * For correct rendering, this feature requires the EXT_frag_depth WebGL extension. For hardware that do not support this extension, there
39
+ * will be rendering artifacts for some viewing angles.
40
+ * </p>
41
+ * <p>
42
+ * Valid geometries are {@link BoxGeometry}, {@link CylinderGeometry}, {@link EllipsoidGeometry}, {@link PolylineVolumeGeometry}, and {@link SphereGeometry}.
43
+ * </p>
44
+ * <p>
45
+ * Geometries that follow the surface of the ellipsoid, such as {@link CircleGeometry}, {@link CorridorGeometry}, {@link EllipseGeometry}, {@link PolygonGeometry}, and {@link RectangleGeometry},
46
+ * are also valid if they are extruded volumes; otherwise, they will not be rendered.
47
+ * </p>
48
+ *
49
+ * @alias ClassificationPrimitive
50
+ * @constructor
51
+ *
52
+ * @param {object} [options] Object with the following properties:
53
+ * @param {Array|GeometryInstance} [options.geometryInstances] The geometry instances to render. This can either be a single instance or an array of length one.
54
+ * @param {Appearance} [options.appearance] The appearance used to render the primitive. Defaults to PerInstanceColorAppearance when GeometryInstances have a color attribute.
55
+ * @param {boolean} [options.show=true] Determines if this primitive will be shown.
56
+ * @param {boolean} [options.vertexCacheOptimize=false] When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
57
+ * @param {boolean} [options.interleave=false] When <code>true</code>, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
58
+ * @param {boolean} [options.compressVertices=true] When <code>true</code>, the geometry vertices are compressed, which will save memory.
59
+ * @param {boolean} [options.releaseGeometryInstances=true] When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
60
+ * @param {boolean} [options.allowPicking=true] When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
61
+ * @param {boolean} [options.asynchronous=true] Determines if the primitive will be created asynchronously or block until ready. If false initializeTerrainHeights() must be called first.
62
+ * @param {ClassificationType} [options.classificationType=ClassificationType.BOTH] Determines whether terrain, 3D Tiles or both will be classified.
63
+ * @param {boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
64
+ * @param {boolean} [options.debugShowShadowVolume=false] For debugging only. Determines if the shadow volume for each geometry in the primitive is drawn. Must be <code>true</code> on
65
+ * creation for the volumes to be created before the geometry is released or options.releaseGeometryInstance must be <code>false</code>.
66
+ *
67
+ * @see Primitive
68
+ * @see GroundPrimitive
69
+ * @see GeometryInstance
70
+ * @see Appearance
71
+ */
72
+ function ClassificationPrimitive(options) {
73
+ options = options ?? Frozen.EMPTY_OBJECT;
74
+ const geometryInstances = options.geometryInstances;
75
+
76
+ /**
77
+ * The geometry instance rendered with this primitive. This may
78
+ * be <code>undefined</code> if <code>options.releaseGeometryInstances</code>
79
+ * is <code>true</code> when the primitive is constructed.
80
+ * <p>
81
+ * Changing this property after the primitive is rendered has no effect.
82
+ * </p>
83
+ * <p>
84
+ * Because of the rendering technique used, all geometry instances must be the same color.
85
+ * If there is an instance with a differing color, a <code>DeveloperError</code> will be thrown
86
+ * on the first attempt to render.
87
+ * </p>
88
+ *
89
+ * @readonly
90
+ * @type {Array|GeometryInstance}
91
+ *
92
+ * @default undefined
93
+ */
94
+ this.geometryInstances = geometryInstances;
95
+ /**
96
+ * Determines if the primitive will be shown. This affects all geometry
97
+ * instances in the primitive.
98
+ *
99
+ * @type {boolean}
100
+ *
101
+ * @default true
102
+ */
103
+ this.show = options.show ?? true;
104
+ /**
105
+ * Determines whether terrain, 3D Tiles or both will be classified.
106
+ *
107
+ * @type {ClassificationType}
108
+ *
109
+ * @default ClassificationType.BOTH
110
+ */
111
+ this.classificationType =
112
+ options.classificationType ?? ClassificationType.BOTH;
113
+ /**
114
+ * This property is for debugging only; it is not for production use nor is it optimized.
115
+ * <p>
116
+ * Draws the bounding sphere for each draw command in the primitive.
117
+ * </p>
118
+ *
119
+ * @type {boolean}
120
+ *
121
+ * @default false
122
+ */
123
+ this.debugShowBoundingVolume = options.debugShowBoundingVolume ?? false;
124
+ /**
125
+ * This property is for debugging only; it is not for production use nor is it optimized.
126
+ * <p>
127
+ * Draws the shadow volume for each geometry in the primitive.
128
+ * </p>
129
+ *
130
+ * @type {boolean}
131
+ *
132
+ * @default false
133
+ */
134
+ this.debugShowShadowVolume = options.debugShowShadowVolume ?? false;
135
+ this._debugShowShadowVolume = false;
136
+
137
+ // These are used by GroundPrimitive to augment the shader and uniform map.
138
+ this._extruded = options._extruded ?? false;
139
+ this._uniformMap = options._uniformMap;
140
+
141
+ this._sp = undefined;
142
+ this._spStencil = undefined;
143
+ this._spPick = undefined;
144
+ this._spColor = undefined;
145
+
146
+ this._spPick2D = undefined; // only derived if necessary
147
+ this._spColor2D = undefined; // only derived if necessary
148
+
149
+ this._rsStencilDepthPass = undefined;
150
+ this._rsStencilDepthPass3DTiles = undefined;
151
+ this._rsColorPass = undefined;
152
+ this._rsPickPass = undefined;
153
+
154
+ this._commandsIgnoreShow = [];
155
+
156
+ this._ready = false;
157
+ this._primitive = undefined;
158
+ this._pickPrimitive = options._pickPrimitive;
159
+
160
+ // Set in update
161
+ this._hasSphericalExtentsAttribute = false;
162
+ this._hasPlanarExtentsAttributes = false;
163
+ this._hasPerColorAttribute = false;
164
+
165
+ this.appearance = options.appearance;
166
+
167
+ this._createBoundingVolumeFunction = options._createBoundingVolumeFunction;
168
+ this._updateAndQueueCommandsFunction =
169
+ options._updateAndQueueCommandsFunction;
170
+
171
+ this._usePickOffsets = false;
172
+
173
+ this._primitiveOptions = {
174
+ geometryInstances: undefined,
175
+ appearance: undefined,
176
+ vertexCacheOptimize: options.vertexCacheOptimize ?? false,
177
+ interleave: options.interleave ?? false,
178
+ releaseGeometryInstances: options.releaseGeometryInstances ?? true,
179
+ allowPicking: options.allowPicking ?? true,
180
+ asynchronous: options.asynchronous ?? true,
181
+ compressVertices: options.compressVertices ?? true,
182
+ _createBoundingVolumeFunction: undefined,
183
+ _createRenderStatesFunction: undefined,
184
+ _createShaderProgramFunction: undefined,
185
+ _createCommandsFunction: undefined,
186
+ _updateAndQueueCommandsFunction: undefined,
187
+ _createPickOffsets: true,
188
+ };
189
+ }
190
+
191
+ Object.defineProperties(ClassificationPrimitive.prototype, {
192
+ /**
193
+ * When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
194
+ *
195
+ * @memberof ClassificationPrimitive.prototype
196
+ *
197
+ * @type {boolean}
198
+ * @readonly
199
+ *
200
+ * @default true
201
+ */
202
+ vertexCacheOptimize: {
203
+ get: function () {
204
+ return this._primitiveOptions.vertexCacheOptimize;
205
+ },
206
+ },
207
+
208
+ /**
209
+ * Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
210
+ *
211
+ * @memberof ClassificationPrimitive.prototype
212
+ *
213
+ * @type {boolean}
214
+ * @readonly
215
+ *
216
+ * @default false
217
+ */
218
+ interleave: {
219
+ get: function () {
220
+ return this._primitiveOptions.interleave;
221
+ },
222
+ },
223
+
224
+ /**
225
+ * When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
226
+ *
227
+ * @memberof ClassificationPrimitive.prototype
228
+ *
229
+ * @type {boolean}
230
+ * @readonly
231
+ *
232
+ * @default true
233
+ */
234
+ releaseGeometryInstances: {
235
+ get: function () {
236
+ return this._primitiveOptions.releaseGeometryInstances;
237
+ },
238
+ },
239
+
240
+ /**
241
+ * When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
242
+ *
243
+ * @memberof ClassificationPrimitive.prototype
244
+ *
245
+ * @type {boolean}
246
+ * @readonly
247
+ *
248
+ * @default true
249
+ */
250
+ allowPicking: {
251
+ get: function () {
252
+ return this._primitiveOptions.allowPicking;
253
+ },
254
+ },
255
+
256
+ /**
257
+ * Determines if the geometry instances will be created and batched on a web worker.
258
+ *
259
+ * @memberof ClassificationPrimitive.prototype
260
+ *
261
+ * @type {boolean}
262
+ * @readonly
263
+ *
264
+ * @default true
265
+ */
266
+ asynchronous: {
267
+ get: function () {
268
+ return this._primitiveOptions.asynchronous;
269
+ },
270
+ },
271
+
272
+ /**
273
+ * When <code>true</code>, geometry vertices are compressed, which will save memory.
274
+ *
275
+ * @memberof ClassificationPrimitive.prototype
276
+ *
277
+ * @type {boolean}
278
+ * @readonly
279
+ *
280
+ * @default true
281
+ */
282
+ compressVertices: {
283
+ get: function () {
284
+ return this._primitiveOptions.compressVertices;
285
+ },
286
+ },
287
+
288
+ /**
289
+ * Determines if the primitive is complete and ready to render. If this property is
290
+ * true, the primitive will be rendered the next time that {@link ClassificationPrimitive#update}
291
+ * is called.
292
+ *
293
+ * @memberof ClassificationPrimitive.prototype
294
+ *
295
+ * @type {boolean}
296
+ * @readonly
297
+ */
298
+ ready: {
299
+ get: function () {
300
+ return this._ready;
301
+ },
302
+ },
303
+
304
+ /**
305
+ * Returns true if the ClassificationPrimitive needs a separate shader and commands for 2D.
306
+ * This is because texture coordinates on ClassificationPrimitives are computed differently,
307
+ * and are used for culling when multiple GeometryInstances are batched in one ClassificationPrimitive.
308
+ * @memberof ClassificationPrimitive.prototype
309
+ * @type {boolean}
310
+ * @readonly
311
+ * @private
312
+ */
313
+ _needs2DShader: {
314
+ get: function () {
315
+ return (
316
+ this._hasPlanarExtentsAttributes || this._hasSphericalExtentsAttribute
317
+ );
318
+ },
319
+ },
320
+ });
321
+
322
+ /**
323
+ * Determines if ClassificationPrimitive rendering is supported.
324
+ *
325
+ * @param {Scene} scene The scene.
326
+ * @returns {boolean} <code>true</code> if ClassificationPrimitives are supported; otherwise, returns <code>false</code>
327
+ */
328
+ ClassificationPrimitive.isSupported = function (scene) {
329
+ return scene.context.stencilBuffer;
330
+ };
331
+
332
+ function getStencilDepthRenderState(enableStencil, mask3DTiles) {
333
+ const stencilFunction = mask3DTiles
334
+ ? StencilFunction.EQUAL
335
+ : StencilFunction.ALWAYS;
336
+ return {
337
+ colorMask: {
338
+ red: false,
339
+ green: false,
340
+ blue: false,
341
+ alpha: false,
342
+ },
343
+ stencilTest: {
344
+ enabled: enableStencil,
345
+ frontFunction: stencilFunction,
346
+ frontOperation: {
347
+ fail: StencilOperation.KEEP,
348
+ zFail: StencilOperation.DECREMENT_WRAP,
349
+ zPass: StencilOperation.KEEP,
350
+ },
351
+ backFunction: stencilFunction,
352
+ backOperation: {
353
+ fail: StencilOperation.KEEP,
354
+ zFail: StencilOperation.INCREMENT_WRAP,
355
+ zPass: StencilOperation.KEEP,
356
+ },
357
+ reference: StencilConstants.CESIUM_3D_TILE_MASK,
358
+ mask: StencilConstants.CESIUM_3D_TILE_MASK,
359
+ },
360
+ stencilMask: StencilConstants.CLASSIFICATION_MASK,
361
+ depthTest: {
362
+ enabled: true,
363
+ func: DepthFunction.LESS_OR_EQUAL,
364
+ },
365
+ depthMask: false,
366
+ };
367
+ }
368
+
369
+ function getColorRenderState(enableStencil) {
370
+ return {
371
+ stencilTest: {
372
+ enabled: enableStencil,
373
+ frontFunction: StencilFunction.NOT_EQUAL,
374
+ frontOperation: {
375
+ fail: StencilOperation.ZERO,
376
+ zFail: StencilOperation.ZERO,
377
+ zPass: StencilOperation.ZERO,
378
+ },
379
+ backFunction: StencilFunction.NOT_EQUAL,
380
+ backOperation: {
381
+ fail: StencilOperation.ZERO,
382
+ zFail: StencilOperation.ZERO,
383
+ zPass: StencilOperation.ZERO,
384
+ },
385
+ reference: 0,
386
+ mask: StencilConstants.CLASSIFICATION_MASK,
387
+ },
388
+ stencilMask: StencilConstants.CLASSIFICATION_MASK,
389
+ depthTest: {
390
+ enabled: false,
391
+ },
392
+ depthMask: false,
393
+ blending: BlendingState.PRE_MULTIPLIED_ALPHA_BLEND,
394
+ };
395
+ }
396
+
397
+ const pickRenderState = {
398
+ stencilTest: {
399
+ enabled: true,
400
+ frontFunction: StencilFunction.NOT_EQUAL,
401
+ frontOperation: {
402
+ fail: StencilOperation.ZERO,
403
+ zFail: StencilOperation.ZERO,
404
+ zPass: StencilOperation.ZERO,
405
+ },
406
+ backFunction: StencilFunction.NOT_EQUAL,
407
+ backOperation: {
408
+ fail: StencilOperation.ZERO,
409
+ zFail: StencilOperation.ZERO,
410
+ zPass: StencilOperation.ZERO,
411
+ },
412
+ reference: 0,
413
+ mask: StencilConstants.CLASSIFICATION_MASK,
414
+ },
415
+ stencilMask: StencilConstants.CLASSIFICATION_MASK,
416
+ depthTest: {
417
+ enabled: false,
418
+ },
419
+ depthMask: false,
420
+ };
421
+
422
+ function createRenderStates(
423
+ classificationPrimitive,
424
+ context,
425
+ appearance,
426
+ twoPasses,
427
+ ) {
428
+ if (defined(classificationPrimitive._rsStencilDepthPass)) {
429
+ return;
430
+ }
431
+ const stencilEnabled = !classificationPrimitive.debugShowShadowVolume;
432
+
433
+ classificationPrimitive._rsStencilDepthPass = RenderState.fromCache(
434
+ getStencilDepthRenderState(stencilEnabled, false),
435
+ );
436
+ classificationPrimitive._rsStencilDepthPass3DTiles = RenderState.fromCache(
437
+ getStencilDepthRenderState(stencilEnabled, true),
438
+ );
439
+ classificationPrimitive._rsColorPass = RenderState.fromCache(
440
+ getColorRenderState(stencilEnabled, false),
441
+ );
442
+ classificationPrimitive._rsPickPass = RenderState.fromCache(pickRenderState);
443
+ }
444
+
445
+ function modifyForEncodedNormals(primitive, vertexShaderSource) {
446
+ if (!primitive.compressVertices) {
447
+ return vertexShaderSource;
448
+ }
449
+
450
+ if (vertexShaderSource.search(/in\s+vec3\s+extrudeDirection;/g) !== -1) {
451
+ const attributeName = "compressedAttributes";
452
+
453
+ //only shadow volumes use extrudeDirection, and shadow volumes use vertexFormat: POSITION_ONLY so we don't need to check other attributes
454
+ const attributeDecl = `in vec2 ${attributeName};`;
455
+
456
+ const globalDecl = "vec3 extrudeDirection;\n";
457
+ const decode = ` extrudeDirection = czm_octDecode(${attributeName}, 65535.0);\n`;
458
+
459
+ let modifiedVS = vertexShaderSource;
460
+ modifiedVS = modifiedVS.replace(/in\s+vec3\s+extrudeDirection;/g, "");
461
+ modifiedVS = ShaderSource.replaceMain(
462
+ modifiedVS,
463
+ "czm_non_compressed_main",
464
+ );
465
+ const compressedMain =
466
+ `${"void main() \n" + "{ \n"}${decode} czm_non_compressed_main(); \n` +
467
+ `}`;
468
+
469
+ return [attributeDecl, globalDecl, modifiedVS, compressedMain].join("\n");
470
+ }
471
+ }
472
+
473
+ function createShaderProgram(classificationPrimitive, frameState) {
474
+ const context = frameState.context;
475
+ const primitive = classificationPrimitive._primitive;
476
+ let vs = ShadowVolumeAppearanceVS;
477
+ vs =
478
+ classificationPrimitive._primitive._batchTable.getVertexShaderCallback()(
479
+ vs,
480
+ );
481
+ vs = Primitive._appendDistanceDisplayConditionToShader(primitive, vs);
482
+ vs = Primitive._modifyShaderPosition(
483
+ classificationPrimitive,
484
+ vs,
485
+ frameState.scene3DOnly,
486
+ );
487
+ vs = Primitive._updateColorAttribute(primitive, vs);
488
+
489
+ const planarExtents = classificationPrimitive._hasPlanarExtentsAttributes;
490
+ const cullFragmentsUsingExtents =
491
+ planarExtents || classificationPrimitive._hasSphericalExtentsAttribute;
492
+
493
+ if (classificationPrimitive._extruded) {
494
+ vs = modifyForEncodedNormals(primitive, vs);
495
+ }
496
+
497
+ const extrudedDefine = classificationPrimitive._extruded
498
+ ? "EXTRUDED_GEOMETRY"
499
+ : "";
500
+
501
+ let vsSource = new ShaderSource({
502
+ defines: [extrudedDefine],
503
+ sources: [vs],
504
+ });
505
+ const fsSource = new ShaderSource({
506
+ sources: [ShadowVolumeFS],
507
+ });
508
+ const attributeLocations =
509
+ classificationPrimitive._primitive._attributeLocations;
510
+
511
+ const shadowVolumeAppearance = new ShadowVolumeAppearance(
512
+ cullFragmentsUsingExtents,
513
+ planarExtents,
514
+ classificationPrimitive.appearance,
515
+ );
516
+
517
+ classificationPrimitive._spStencil = ShaderProgram.replaceCache({
518
+ context: context,
519
+ shaderProgram: classificationPrimitive._spStencil,
520
+ vertexShaderSource: vsSource,
521
+ fragmentShaderSource: fsSource,
522
+ attributeLocations: attributeLocations,
523
+ });
524
+
525
+ if (classificationPrimitive._primitive.allowPicking) {
526
+ let vsPick = ShaderSource.createPickVertexShaderSource(vs);
527
+ vsPick = Primitive._appendShowToShader(primitive, vsPick);
528
+ vsPick = Primitive._updatePickColorAttribute(vsPick);
529
+
530
+ const pickFS3D = shadowVolumeAppearance.createPickFragmentShader(false);
531
+ const pickVS3D = shadowVolumeAppearance.createPickVertexShader(
532
+ [extrudedDefine],
533
+ vsPick,
534
+ false,
535
+ frameState.mapProjection,
536
+ );
537
+
538
+ classificationPrimitive._spPick = ShaderProgram.replaceCache({
539
+ context: context,
540
+ shaderProgram: classificationPrimitive._spPick,
541
+ vertexShaderSource: pickVS3D,
542
+ fragmentShaderSource: pickFS3D,
543
+ attributeLocations: attributeLocations,
544
+ });
545
+
546
+ // Derive a 2D pick shader if the primitive uses texture coordinate-based fragment culling,
547
+ // since texture coordinates are computed differently in 2D.
548
+ if (cullFragmentsUsingExtents) {
549
+ let pickProgram2D = context.shaderCache.getDerivedShaderProgram(
550
+ classificationPrimitive._spPick,
551
+ "2dPick",
552
+ );
553
+ if (!defined(pickProgram2D)) {
554
+ const pickFS2D = shadowVolumeAppearance.createPickFragmentShader(true);
555
+ const pickVS2D = shadowVolumeAppearance.createPickVertexShader(
556
+ [extrudedDefine],
557
+ vsPick,
558
+ true,
559
+ frameState.mapProjection,
560
+ );
561
+
562
+ pickProgram2D = context.shaderCache.createDerivedShaderProgram(
563
+ classificationPrimitive._spPick,
564
+ "2dPick",
565
+ {
566
+ vertexShaderSource: pickVS2D,
567
+ fragmentShaderSource: pickFS2D,
568
+ attributeLocations: attributeLocations,
569
+ },
570
+ );
571
+ }
572
+ classificationPrimitive._spPick2D = pickProgram2D;
573
+ }
574
+ } else {
575
+ classificationPrimitive._spPick = ShaderProgram.fromCache({
576
+ context: context,
577
+ vertexShaderSource: vsSource,
578
+ fragmentShaderSource: fsSource,
579
+ attributeLocations: attributeLocations,
580
+ });
581
+ }
582
+
583
+ vs = Primitive._appendShowToShader(primitive, vs);
584
+ vsSource = new ShaderSource({
585
+ defines: [extrudedDefine],
586
+ sources: [vs],
587
+ });
588
+
589
+ classificationPrimitive._sp = ShaderProgram.replaceCache({
590
+ context: context,
591
+ shaderProgram: classificationPrimitive._sp,
592
+ vertexShaderSource: vsSource,
593
+ fragmentShaderSource: fsSource,
594
+ attributeLocations: attributeLocations,
595
+ });
596
+
597
+ // Create a fragment shader that computes only required material hookups using screen space techniques
598
+ const fsColorSource = shadowVolumeAppearance.createFragmentShader(false);
599
+ const vsColorSource = shadowVolumeAppearance.createVertexShader(
600
+ [extrudedDefine],
601
+ vs,
602
+ false,
603
+ frameState.mapProjection,
604
+ );
605
+
606
+ classificationPrimitive._spColor = ShaderProgram.replaceCache({
607
+ context: context,
608
+ shaderProgram: classificationPrimitive._spColor,
609
+ vertexShaderSource: vsColorSource,
610
+ fragmentShaderSource: fsColorSource,
611
+ attributeLocations: attributeLocations,
612
+ });
613
+
614
+ // Derive a 2D shader if the primitive uses texture coordinate-based fragment culling,
615
+ // since texture coordinates are computed differently in 2D.
616
+ // Any material that uses texture coordinates will also equip texture coordinate-based fragment culling.
617
+ if (cullFragmentsUsingExtents) {
618
+ let colorProgram2D = context.shaderCache.getDerivedShaderProgram(
619
+ classificationPrimitive._spColor,
620
+ "2dColor",
621
+ );
622
+ if (!defined(colorProgram2D)) {
623
+ const fsColorSource2D = shadowVolumeAppearance.createFragmentShader(true);
624
+ const vsColorSource2D = shadowVolumeAppearance.createVertexShader(
625
+ [extrudedDefine],
626
+ vs,
627
+ true,
628
+ frameState.mapProjection,
629
+ );
630
+
631
+ colorProgram2D = context.shaderCache.createDerivedShaderProgram(
632
+ classificationPrimitive._spColor,
633
+ "2dColor",
634
+ {
635
+ vertexShaderSource: vsColorSource2D,
636
+ fragmentShaderSource: fsColorSource2D,
637
+ attributeLocations: attributeLocations,
638
+ },
639
+ );
640
+ }
641
+ classificationPrimitive._spColor2D = colorProgram2D;
642
+ }
643
+ }
644
+
645
+ function createColorCommands(classificationPrimitive, colorCommands) {
646
+ const primitive = classificationPrimitive._primitive;
647
+ let length = primitive._va.length * 2; // each geometry (pack of vertex attributes) needs 2 commands: front/back stencils and fill
648
+ colorCommands.length = length;
649
+
650
+ let i;
651
+ let command;
652
+ let derivedCommand;
653
+ let vaIndex = 0;
654
+ let uniformMap = primitive._batchTable.getUniformMapCallback()(
655
+ classificationPrimitive._uniformMap,
656
+ );
657
+
658
+ const needs2DShader = classificationPrimitive._needs2DShader;
659
+
660
+ for (i = 0; i < length; i += 2) {
661
+ const vertexArray = primitive._va[vaIndex++];
662
+
663
+ // Stencil depth command
664
+ command = colorCommands[i];
665
+ if (!defined(command)) {
666
+ command = colorCommands[i] = new DrawCommand({
667
+ owner: classificationPrimitive,
668
+ primitiveType: primitive._primitiveType,
669
+ });
670
+ }
671
+
672
+ command.vertexArray = vertexArray;
673
+ command.renderState = classificationPrimitive._rsStencilDepthPass;
674
+ command.shaderProgram = classificationPrimitive._sp;
675
+ command.uniformMap = uniformMap;
676
+ command.pass = Pass.TERRAIN_CLASSIFICATION;
677
+
678
+ derivedCommand = DrawCommand.shallowClone(
679
+ command,
680
+ command.derivedCommands.tileset,
681
+ );
682
+ derivedCommand.renderState =
683
+ classificationPrimitive._rsStencilDepthPass3DTiles;
684
+ derivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
685
+ command.derivedCommands.tileset = derivedCommand;
686
+
687
+ // Color command
688
+ command = colorCommands[i + 1];
689
+ if (!defined(command)) {
690
+ command = colorCommands[i + 1] = new DrawCommand({
691
+ owner: classificationPrimitive,
692
+ primitiveType: primitive._primitiveType,
693
+ });
694
+ }
695
+
696
+ command.vertexArray = vertexArray;
697
+ command.renderState = classificationPrimitive._rsColorPass;
698
+ command.shaderProgram = classificationPrimitive._spColor;
699
+ command.pass = Pass.TERRAIN_CLASSIFICATION;
700
+
701
+ const appearance = classificationPrimitive.appearance;
702
+ const material = appearance.material;
703
+ if (defined(material)) {
704
+ uniformMap = combine(uniformMap, material._uniforms);
705
+ }
706
+
707
+ command.uniformMap = uniformMap;
708
+
709
+ derivedCommand = DrawCommand.shallowClone(
710
+ command,
711
+ command.derivedCommands.tileset,
712
+ );
713
+ derivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
714
+ command.derivedCommands.tileset = derivedCommand;
715
+
716
+ // Derive for 2D if texture coordinates are ever computed
717
+ if (needs2DShader) {
718
+ // First derive from the terrain command
719
+ let derived2DCommand = DrawCommand.shallowClone(
720
+ command,
721
+ command.derivedCommands.appearance2D,
722
+ );
723
+ derived2DCommand.shaderProgram = classificationPrimitive._spColor2D;
724
+ command.derivedCommands.appearance2D = derived2DCommand;
725
+
726
+ // Then derive from the 3D Tiles command
727
+ derived2DCommand = DrawCommand.shallowClone(
728
+ derivedCommand,
729
+ derivedCommand.derivedCommands.appearance2D,
730
+ );
731
+ derived2DCommand.shaderProgram = classificationPrimitive._spColor2D;
732
+ derivedCommand.derivedCommands.appearance2D = derived2DCommand;
733
+ }
734
+ }
735
+
736
+ const commandsIgnoreShow = classificationPrimitive._commandsIgnoreShow;
737
+ const spStencil = classificationPrimitive._spStencil;
738
+
739
+ let commandIndex = 0;
740
+ length = commandsIgnoreShow.length = length / 2;
741
+
742
+ for (let j = 0; j < length; ++j) {
743
+ const commandIgnoreShow = (commandsIgnoreShow[j] = DrawCommand.shallowClone(
744
+ colorCommands[commandIndex],
745
+ commandsIgnoreShow[j],
746
+ ));
747
+ commandIgnoreShow.shaderProgram = spStencil;
748
+ commandIgnoreShow.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW;
749
+
750
+ commandIndex += 2;
751
+ }
752
+ }
753
+
754
+ function createPickCommands(classificationPrimitive, pickCommands) {
755
+ const usePickOffsets = classificationPrimitive._usePickOffsets;
756
+
757
+ const primitive = classificationPrimitive._primitive;
758
+ let length = primitive._va.length * 2; // each geometry (pack of vertex attributes) needs 2 commands: front/back stencils and fill
759
+
760
+ // Fallback for batching same-color geometry instances
761
+ let pickOffsets;
762
+ let pickIndex = 0;
763
+ let pickOffset;
764
+ if (usePickOffsets) {
765
+ pickOffsets = primitive._pickOffsets;
766
+ length = pickOffsets.length * 2;
767
+ }
768
+
769
+ pickCommands.length = length;
770
+
771
+ let j;
772
+ let command;
773
+ let derivedCommand;
774
+ let vaIndex = 0;
775
+ const uniformMap = primitive._batchTable.getUniformMapCallback()(
776
+ classificationPrimitive._uniformMap,
777
+ );
778
+
779
+ const needs2DShader = classificationPrimitive._needs2DShader;
780
+
781
+ for (j = 0; j < length; j += 2) {
782
+ let vertexArray = primitive._va[vaIndex++];
783
+ if (usePickOffsets) {
784
+ pickOffset = pickOffsets[pickIndex++];
785
+ vertexArray = primitive._va[pickOffset.index];
786
+ }
787
+
788
+ // Stencil depth command
789
+ command = pickCommands[j];
790
+ if (!defined(command)) {
791
+ command = pickCommands[j] = new DrawCommand({
792
+ owner: classificationPrimitive,
793
+ primitiveType: primitive._primitiveType,
794
+ pickOnly: true,
795
+ });
796
+ }
797
+
798
+ command.vertexArray = vertexArray;
799
+ command.renderState = classificationPrimitive._rsStencilDepthPass;
800
+ command.shaderProgram = classificationPrimitive._sp;
801
+ command.uniformMap = uniformMap;
802
+ command.pass = Pass.TERRAIN_CLASSIFICATION;
803
+ if (usePickOffsets) {
804
+ command.offset = pickOffset.offset;
805
+ command.count = pickOffset.count;
806
+ }
807
+
808
+ // Derive for 3D Tiles classification
809
+ derivedCommand = DrawCommand.shallowClone(
810
+ command,
811
+ command.derivedCommands.tileset,
812
+ );
813
+ derivedCommand.renderState =
814
+ classificationPrimitive._rsStencilDepthPass3DTiles;
815
+ derivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
816
+ command.derivedCommands.tileset = derivedCommand;
817
+
818
+ // Pick color command
819
+ command = pickCommands[j + 1];
820
+ if (!defined(command)) {
821
+ command = pickCommands[j + 1] = new DrawCommand({
822
+ owner: classificationPrimitive,
823
+ primitiveType: primitive._primitiveType,
824
+ pickOnly: true,
825
+ });
826
+ }
827
+
828
+ command.vertexArray = vertexArray;
829
+ command.renderState = classificationPrimitive._rsPickPass;
830
+ command.shaderProgram = classificationPrimitive._spPick;
831
+ command.uniformMap = uniformMap;
832
+ command.pass = Pass.TERRAIN_CLASSIFICATION;
833
+ if (usePickOffsets) {
834
+ command.offset = pickOffset.offset;
835
+ command.count = pickOffset.count;
836
+ }
837
+
838
+ derivedCommand = DrawCommand.shallowClone(
839
+ command,
840
+ command.derivedCommands.tileset,
841
+ );
842
+ derivedCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
843
+ command.derivedCommands.tileset = derivedCommand;
844
+
845
+ // Derive for 2D if texture coordinates are ever computed
846
+ if (needs2DShader) {
847
+ // First derive from the terrain command
848
+ let derived2DCommand = DrawCommand.shallowClone(
849
+ command,
850
+ command.derivedCommands.pick2D,
851
+ );
852
+ derived2DCommand.shaderProgram = classificationPrimitive._spPick2D;
853
+ command.derivedCommands.pick2D = derived2DCommand;
854
+
855
+ // Then derive from the 3D Tiles command
856
+ derived2DCommand = DrawCommand.shallowClone(
857
+ derivedCommand,
858
+ derivedCommand.derivedCommands.pick2D,
859
+ );
860
+ derived2DCommand.shaderProgram = classificationPrimitive._spPick2D;
861
+ derivedCommand.derivedCommands.pick2D = derived2DCommand;
862
+ }
863
+ }
864
+ }
865
+
866
+ function createCommands(
867
+ classificationPrimitive,
868
+ appearance,
869
+ material,
870
+ translucent,
871
+ twoPasses,
872
+ colorCommands,
873
+ pickCommands,
874
+ ) {
875
+ createColorCommands(classificationPrimitive, colorCommands);
876
+ createPickCommands(classificationPrimitive, pickCommands);
877
+ }
878
+
879
+ function boundingVolumeIndex(commandIndex, length) {
880
+ return Math.floor((commandIndex % length) / 2);
881
+ }
882
+
883
+ function updateAndQueueRenderCommand(
884
+ command,
885
+ frameState,
886
+ modelMatrix,
887
+ cull,
888
+ boundingVolume,
889
+ debugShowBoundingVolume,
890
+ ) {
891
+ command.modelMatrix = modelMatrix;
892
+ command.boundingVolume = boundingVolume;
893
+ command.cull = cull;
894
+ command.debugShowBoundingVolume = debugShowBoundingVolume;
895
+
896
+ frameState.commandList.push(command);
897
+ }
898
+
899
+ function updateAndQueuePickCommand(
900
+ command,
901
+ frameState,
902
+ modelMatrix,
903
+ cull,
904
+ boundingVolume,
905
+ ) {
906
+ command.modelMatrix = modelMatrix;
907
+ command.boundingVolume = boundingVolume;
908
+ command.cull = cull;
909
+
910
+ frameState.commandList.push(command);
911
+ }
912
+
913
+ function updateAndQueueCommands(
914
+ classificationPrimitive,
915
+ frameState,
916
+ colorCommands,
917
+ pickCommands,
918
+ modelMatrix,
919
+ cull,
920
+ debugShowBoundingVolume,
921
+ twoPasses,
922
+ ) {
923
+ const primitive = classificationPrimitive._primitive;
924
+ Primitive._updateBoundingVolumes(primitive, frameState, modelMatrix);
925
+
926
+ let boundingVolumes;
927
+ if (frameState.mode === SceneMode.SCENE3D) {
928
+ boundingVolumes = primitive._boundingSphereWC;
929
+ } else if (frameState.mode === SceneMode.COLUMBUS_VIEW) {
930
+ boundingVolumes = primitive._boundingSphereCV;
931
+ } else if (
932
+ frameState.mode === SceneMode.SCENE2D &&
933
+ defined(primitive._boundingSphere2D)
934
+ ) {
935
+ boundingVolumes = primitive._boundingSphere2D;
936
+ } else if (defined(primitive._boundingSphereMorph)) {
937
+ boundingVolumes = primitive._boundingSphereMorph;
938
+ }
939
+
940
+ const classificationType = classificationPrimitive.classificationType;
941
+ const queueTerrainCommands =
942
+ classificationType !== ClassificationType.CESIUM_3D_TILE;
943
+ const queue3DTilesCommands =
944
+ classificationType !== ClassificationType.TERRAIN;
945
+
946
+ const passes = frameState.passes;
947
+
948
+ let i;
949
+ let boundingVolume;
950
+ let command;
951
+
952
+ if (passes.render) {
953
+ const colorLength = colorCommands.length;
954
+ for (i = 0; i < colorLength; ++i) {
955
+ boundingVolume = boundingVolumes[boundingVolumeIndex(i, colorLength)];
956
+ if (queueTerrainCommands) {
957
+ command = colorCommands[i];
958
+ updateAndQueueRenderCommand(
959
+ command,
960
+ frameState,
961
+ modelMatrix,
962
+ cull,
963
+ boundingVolume,
964
+ debugShowBoundingVolume,
965
+ );
966
+ }
967
+ if (queue3DTilesCommands) {
968
+ command = colorCommands[i].derivedCommands.tileset;
969
+ updateAndQueueRenderCommand(
970
+ command,
971
+ frameState,
972
+ modelMatrix,
973
+ cull,
974
+ boundingVolume,
975
+ debugShowBoundingVolume,
976
+ );
977
+ }
978
+ }
979
+
980
+ if (frameState.invertClassification) {
981
+ const ignoreShowCommands = classificationPrimitive._commandsIgnoreShow;
982
+ const ignoreShowCommandsLength = ignoreShowCommands.length;
983
+ for (i = 0; i < ignoreShowCommandsLength; ++i) {
984
+ boundingVolume = boundingVolumes[i];
985
+ command = ignoreShowCommands[i];
986
+ updateAndQueueRenderCommand(
987
+ command,
988
+ frameState,
989
+ modelMatrix,
990
+ cull,
991
+ boundingVolume,
992
+ debugShowBoundingVolume,
993
+ );
994
+ }
995
+ }
996
+ }
997
+
998
+ if (passes.pick) {
999
+ const pickLength = pickCommands.length;
1000
+ const pickOffsets = primitive._pickOffsets;
1001
+ for (i = 0; i < pickLength; ++i) {
1002
+ const pickOffset = pickOffsets[boundingVolumeIndex(i, pickLength)];
1003
+ boundingVolume = boundingVolumes[pickOffset.index];
1004
+ if (queueTerrainCommands) {
1005
+ command = pickCommands[i];
1006
+ updateAndQueuePickCommand(
1007
+ command,
1008
+ frameState,
1009
+ modelMatrix,
1010
+ cull,
1011
+ boundingVolume,
1012
+ );
1013
+ }
1014
+ if (queue3DTilesCommands) {
1015
+ command = pickCommands[i].derivedCommands.tileset;
1016
+ updateAndQueuePickCommand(
1017
+ command,
1018
+ frameState,
1019
+ modelMatrix,
1020
+ cull,
1021
+ boundingVolume,
1022
+ );
1023
+ }
1024
+ }
1025
+ }
1026
+ }
1027
+
1028
+ /**
1029
+ * Called when {@link Viewer} or {@link CesiumWidget} render the scene to
1030
+ * get the draw commands needed to render this primitive.
1031
+ * <p>
1032
+ * Do not call this function directly. This is documented just to
1033
+ * list the exceptions that may be propagated when the scene is rendered:
1034
+ * </p>
1035
+ *
1036
+ * @exception {DeveloperError} All instance geometries must have the same primitiveType.
1037
+ * @exception {DeveloperError} Appearance and material have a uniform with the same name.
1038
+ * @exception {DeveloperError} Not all of the geometry instances have the same color attribute.
1039
+ */
1040
+ ClassificationPrimitive.prototype.update = function (frameState) {
1041
+ if (!defined(this._primitive) && !defined(this.geometryInstances)) {
1042
+ return;
1043
+ }
1044
+
1045
+ let appearance = this.appearance;
1046
+ if (defined(appearance) && defined(appearance.material)) {
1047
+ appearance.material.update(frameState.context);
1048
+ }
1049
+
1050
+ const that = this;
1051
+ const primitiveOptions = this._primitiveOptions;
1052
+
1053
+ if (!defined(this._primitive)) {
1054
+ const instances = Array.isArray(this.geometryInstances)
1055
+ ? this.geometryInstances
1056
+ : [this.geometryInstances];
1057
+ const length = instances.length;
1058
+
1059
+ let i;
1060
+ let instance;
1061
+ let attributes;
1062
+
1063
+ let hasPerColorAttribute = false;
1064
+ let allColorsSame = true;
1065
+ let firstColor;
1066
+ let hasSphericalExtentsAttribute = false;
1067
+ let hasPlanarExtentsAttributes = false;
1068
+
1069
+ if (length > 0) {
1070
+ attributes = instances[0].attributes;
1071
+ // Not expecting these to be set by users, should only be set via GroundPrimitive.
1072
+ // So don't check for mismatch.
1073
+ hasSphericalExtentsAttribute =
1074
+ ShadowVolumeAppearance.hasAttributesForSphericalExtents(attributes);
1075
+ hasPlanarExtentsAttributes =
1076
+ ShadowVolumeAppearance.hasAttributesForTextureCoordinatePlanes(
1077
+ attributes,
1078
+ );
1079
+ firstColor = attributes.color;
1080
+ }
1081
+
1082
+ for (i = 0; i < length; i++) {
1083
+ instance = instances[i];
1084
+ const color = instance.attributes.color;
1085
+ if (defined(color)) {
1086
+ hasPerColorAttribute = true;
1087
+ }
1088
+ //>>includeStart('debug', pragmas.debug);
1089
+ else if (hasPerColorAttribute) {
1090
+ throw new DeveloperError(
1091
+ "All GeometryInstances must have color attributes to use per-instance color.",
1092
+ );
1093
+ }
1094
+ //>>includeEnd('debug');
1095
+
1096
+ allColorsSame =
1097
+ allColorsSame &&
1098
+ defined(color) &&
1099
+ ColorGeometryInstanceAttribute.equals(firstColor, color);
1100
+ }
1101
+
1102
+ // If no attributes exist for computing spherical extents or fragment culling,
1103
+ // throw if the colors aren't all the same.
1104
+ if (
1105
+ !allColorsSame &&
1106
+ !hasSphericalExtentsAttribute &&
1107
+ !hasPlanarExtentsAttributes
1108
+ ) {
1109
+ throw new DeveloperError(
1110
+ "All GeometryInstances must have the same color attribute except via GroundPrimitives",
1111
+ );
1112
+ }
1113
+
1114
+ // default to a color appearance
1115
+ if (hasPerColorAttribute && !defined(appearance)) {
1116
+ appearance = new PerInstanceColorAppearance({
1117
+ flat: true,
1118
+ });
1119
+ this.appearance = appearance;
1120
+ }
1121
+
1122
+ //>>includeStart('debug', pragmas.debug);
1123
+ if (
1124
+ !hasPerColorAttribute &&
1125
+ appearance instanceof PerInstanceColorAppearance
1126
+ ) {
1127
+ throw new DeveloperError(
1128
+ "PerInstanceColorAppearance requires color GeometryInstanceAttributes on all GeometryInstances",
1129
+ );
1130
+ }
1131
+ if (
1132
+ defined(appearance.material) &&
1133
+ !hasSphericalExtentsAttribute &&
1134
+ !hasPlanarExtentsAttributes
1135
+ ) {
1136
+ throw new DeveloperError(
1137
+ "Materials on ClassificationPrimitives are not supported except via GroundPrimitives",
1138
+ );
1139
+ }
1140
+ //>>includeEnd('debug');
1141
+
1142
+ this._usePickOffsets =
1143
+ !hasSphericalExtentsAttribute && !hasPlanarExtentsAttributes;
1144
+ this._hasSphericalExtentsAttribute = hasSphericalExtentsAttribute;
1145
+ this._hasPlanarExtentsAttributes = hasPlanarExtentsAttributes;
1146
+ this._hasPerColorAttribute = hasPerColorAttribute;
1147
+
1148
+ const geometryInstances = new Array(length);
1149
+ for (i = 0; i < length; ++i) {
1150
+ instance = instances[i];
1151
+ geometryInstances[i] = new GeometryInstance({
1152
+ geometry: instance.geometry,
1153
+ attributes: instance.attributes,
1154
+ modelMatrix: instance.modelMatrix,
1155
+ id: instance.id,
1156
+ pickPrimitive: this._pickPrimitive ?? that,
1157
+ });
1158
+ }
1159
+
1160
+ primitiveOptions.appearance = appearance;
1161
+ primitiveOptions.geometryInstances = geometryInstances;
1162
+
1163
+ if (defined(this._createBoundingVolumeFunction)) {
1164
+ primitiveOptions._createBoundingVolumeFunction = function (
1165
+ frameState,
1166
+ geometry,
1167
+ ) {
1168
+ that._createBoundingVolumeFunction(frameState, geometry);
1169
+ };
1170
+ }
1171
+
1172
+ primitiveOptions._createRenderStatesFunction = function (
1173
+ primitive,
1174
+ context,
1175
+ appearance,
1176
+ twoPasses,
1177
+ ) {
1178
+ createRenderStates(that, context);
1179
+ };
1180
+ primitiveOptions._createShaderProgramFunction = function (
1181
+ primitive,
1182
+ frameState,
1183
+ appearance,
1184
+ ) {
1185
+ createShaderProgram(that, frameState);
1186
+ };
1187
+ primitiveOptions._createCommandsFunction = function (
1188
+ primitive,
1189
+ appearance,
1190
+ material,
1191
+ translucent,
1192
+ twoPasses,
1193
+ colorCommands,
1194
+ pickCommands,
1195
+ ) {
1196
+ createCommands(
1197
+ that,
1198
+ undefined,
1199
+ undefined,
1200
+ true,
1201
+ false,
1202
+ colorCommands,
1203
+ pickCommands,
1204
+ );
1205
+ };
1206
+
1207
+ if (defined(this._updateAndQueueCommandsFunction)) {
1208
+ primitiveOptions._updateAndQueueCommandsFunction = function (
1209
+ primitive,
1210
+ frameState,
1211
+ colorCommands,
1212
+ pickCommands,
1213
+ modelMatrix,
1214
+ cull,
1215
+ debugShowBoundingVolume,
1216
+ twoPasses,
1217
+ ) {
1218
+ that._updateAndQueueCommandsFunction(
1219
+ primitive,
1220
+ frameState,
1221
+ colorCommands,
1222
+ pickCommands,
1223
+ modelMatrix,
1224
+ cull,
1225
+ debugShowBoundingVolume,
1226
+ twoPasses,
1227
+ );
1228
+ };
1229
+ } else {
1230
+ primitiveOptions._updateAndQueueCommandsFunction = function (
1231
+ primitive,
1232
+ frameState,
1233
+ colorCommands,
1234
+ pickCommands,
1235
+ modelMatrix,
1236
+ cull,
1237
+ debugShowBoundingVolume,
1238
+ twoPasses,
1239
+ ) {
1240
+ updateAndQueueCommands(
1241
+ that,
1242
+ frameState,
1243
+ colorCommands,
1244
+ pickCommands,
1245
+ modelMatrix,
1246
+ cull,
1247
+ debugShowBoundingVolume,
1248
+ twoPasses,
1249
+ );
1250
+ };
1251
+ }
1252
+
1253
+ this._primitive = new Primitive(primitiveOptions);
1254
+ }
1255
+
1256
+ if (
1257
+ this.debugShowShadowVolume &&
1258
+ !this._debugShowShadowVolume &&
1259
+ this._ready
1260
+ ) {
1261
+ this._debugShowShadowVolume = true;
1262
+ this._rsStencilDepthPass = RenderState.fromCache(
1263
+ getStencilDepthRenderState(false, false),
1264
+ );
1265
+ this._rsStencilDepthPass3DTiles = RenderState.fromCache(
1266
+ getStencilDepthRenderState(false, true),
1267
+ );
1268
+ this._rsColorPass = RenderState.fromCache(getColorRenderState(false));
1269
+ } else if (!this.debugShowShadowVolume && this._debugShowShadowVolume) {
1270
+ this._debugShowShadowVolume = false;
1271
+ this._rsStencilDepthPass = RenderState.fromCache(
1272
+ getStencilDepthRenderState(true, false),
1273
+ );
1274
+ this._rsStencilDepthPass3DTiles = RenderState.fromCache(
1275
+ getStencilDepthRenderState(true, true),
1276
+ );
1277
+ this._rsColorPass = RenderState.fromCache(getColorRenderState(true));
1278
+ }
1279
+ // Update primitive appearance
1280
+ if (this._primitive.appearance !== appearance) {
1281
+ //>>includeStart('debug', pragmas.debug);
1282
+ // Check if the appearance is supported by the geometry attributes
1283
+ if (
1284
+ !this._hasSphericalExtentsAttribute &&
1285
+ !this._hasPlanarExtentsAttributes &&
1286
+ defined(appearance.material)
1287
+ ) {
1288
+ throw new DeveloperError(
1289
+ "Materials on ClassificationPrimitives are not supported except via GroundPrimitive",
1290
+ );
1291
+ }
1292
+ if (
1293
+ !this._hasPerColorAttribute &&
1294
+ appearance instanceof PerInstanceColorAppearance
1295
+ ) {
1296
+ throw new DeveloperError(
1297
+ "PerInstanceColorAppearance requires color GeometryInstanceAttribute",
1298
+ );
1299
+ }
1300
+ //>>includeEnd('debug');
1301
+ this._primitive.appearance = appearance;
1302
+ }
1303
+
1304
+ this._primitive.show = this.show;
1305
+ this._primitive.debugShowBoundingVolume = this.debugShowBoundingVolume;
1306
+ this._primitive.update(frameState);
1307
+
1308
+ frameState.afterRender.push(() => {
1309
+ if (defined(this._primitive) && this._primitive.ready) {
1310
+ this._ready = true;
1311
+
1312
+ if (this.releaseGeometryInstances) {
1313
+ this.geometryInstances = undefined;
1314
+ }
1315
+ }
1316
+ });
1317
+ };
1318
+
1319
+ /**
1320
+ * Returns the modifiable per-instance attributes for a {@link GeometryInstance}.
1321
+ *
1322
+ * @param {*} id The id of the {@link GeometryInstance}.
1323
+ * @returns {object} The typed array in the attribute's format or undefined if the is no instance with id.
1324
+ *
1325
+ * @exception {DeveloperError} must call update before calling getGeometryInstanceAttributes.
1326
+ *
1327
+ * @example
1328
+ * const attributes = primitive.getGeometryInstanceAttributes('an id');
1329
+ * attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA);
1330
+ * attributes.show = Cesium.ShowGeometryInstanceAttribute.toValue(true);
1331
+ */
1332
+ ClassificationPrimitive.prototype.getGeometryInstanceAttributes = function (
1333
+ id,
1334
+ ) {
1335
+ //>>includeStart('debug', pragmas.debug);
1336
+ if (!defined(this._primitive)) {
1337
+ throw new DeveloperError(
1338
+ "must call update before calling getGeometryInstanceAttributes",
1339
+ );
1340
+ }
1341
+ //>>includeEnd('debug');
1342
+ return this._primitive.getGeometryInstanceAttributes(id);
1343
+ };
1344
+
1345
+ /**
1346
+ * Returns true if this object was destroyed; otherwise, false.
1347
+ * <p>
1348
+ * If this object was destroyed, it should not be used; calling any function other than
1349
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
1350
+ * </p>
1351
+ *
1352
+ * @returns {boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
1353
+ *
1354
+ * @see ClassificationPrimitive#destroy
1355
+ */
1356
+ ClassificationPrimitive.prototype.isDestroyed = function () {
1357
+ return false;
1358
+ };
1359
+
1360
+ /**
1361
+ * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
1362
+ * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
1363
+ * <p>
1364
+ * Once an object is destroyed, it should not be used; calling any function other than
1365
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
1366
+ * assign the return value (<code>undefined</code>) to the object as done in the example.
1367
+ * </p>
1368
+ *
1369
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
1370
+ *
1371
+ * @example
1372
+ * e = e && e.destroy();
1373
+ *
1374
+ * @see ClassificationPrimitive#isDestroyed
1375
+ */
1376
+ ClassificationPrimitive.prototype.destroy = function () {
1377
+ this._primitive = this._primitive && this._primitive.destroy();
1378
+ this._sp = this._sp && this._sp.destroy();
1379
+ this._spPick = this._spPick && this._spPick.destroy();
1380
+ this._spColor = this._spColor && this._spColor.destroy();
1381
+
1382
+ // Derived programs, destroyed above if they existed.
1383
+ this._spPick2D = undefined;
1384
+ this._spColor2D = undefined;
1385
+ return destroyObject(this);
1386
+ };
1387
+ export default ClassificationPrimitive;